Mage Knight | Solo Conquest | With Colin

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[Music] [Music] hello everyone and welcome to the one stop co-op shop this is colin and today we are going to start a solo conquest of mage knight now this game has tons of coverage i highly recommend checking out ricky royals or um liz davidson's how to play this game if you want to actually learn how to play if you just want to hang out and watch a game and enjoy an experience and maybe set your own game up and play with me please hang out here we're going to do solo conquest with tovak i'm not going to do a setup video because there's tons of them so i'll just link one to the description below if you want to see that let's go ahead and jump in as tovac surveys the land we see that we have a dungeon over here which is kind of tempting especially because we have a healing glade here and here and if we end our turns in those location we can throw away wounds even if they're in our discard pile we also have a monastery here and i have here in the unit offer some savage monks that look uh kind of appealing to to be able to influence so the first thing we need to do is roll our three dice in the source and we get two reds and a gold before choosing our tactics card for the day one two three four five we do get to draw our top five cards in our hand and we've got swiftness we've got tranquility we've got some threaten rage and some stamina so we've got some move we've got some nice attack there's red mana in the source uh there's no white so we can't use this for an attack we could use this as a move you know that's actually not a terrible hand now the question becomes what of our six tactics cards do we want i definitely don't want uh early bird rethink we could discard cards i don't think we need to discard cards i'm not worried about mana steel once per day you can take another turn yeah it's between four and five it usually is in that first round at the end of each of your turns if you at least two cards in hand your hand limit is one higher or just draw two cards i'm thinking let's go ahead and do planning this time so we'll grab planning that means we're going to take all the rest of these and i'm going to give them a good shuffle like so and the ai which is going to be our arthia is going to be our ai she's going gonna take six the right moment so that means we get to go first since we're going first i think what we're going to do is just use our stamina card here and what we're going to do is use that yellow dye that's in the source to power that up because remember yellow is considered wild so we can convert that over to a blue we get a total of a move four yeah i'm gonna i think i'm gonna take the chance i'm gonna move myself into the dungeon now what i can do and i think i'm going to is i'm just gonna end my turn here the advantage is is because i chose planning i have more than two cards left in my hand i have four so i can draw two cards because my hand size will be six now instead of five and we'll be able to use one of the mana from the source as well so let's give this a roll we've got a blue we'll go ahead and draw two cards and i have to say i don't think i would have done that had i uh not gone first so i think it was an advantageous for us that we got to go first we'll discard our top three cards for atheia she has a white that's on top of those three that means we have one white crystal here she'll discard one more card so she just uh discarded four cards now it's back to our turn it's certainly a risk to go into that dungeon especially right at the beginning but i have six cards in hand i don't know look at the benefit if we do defeat whatever enemy we find there if we roll a yellow or a black with a mana die we will gain a one spell and if we roll anything else we can actually gain an artifact right to start off the game can you say no to that remember though night rules apply and if we did have any units they couldn't come down but we uh come down with us but we don't have any units so that doesn't matter let's descend the stairs inside of this dungeon and we randomly draw once i don't know what's going to be we get uh i think that's the hydra yeah that's the hydra oh he's gonna attack us three different times and then his armor is six and he's resistant to ice attacks but if you look down here he gives us five fame which means we would level up if we can take him out we'll move into range and siege attack we don't have enough range attack to take this guy out he has a six we only have a range of three if we boost it and we don't have any white mana so that's not going to happen so now he gets to attack us and unfortunately he attacks us three times because think of it like his three heads are attacking us now we could block and it is somewhat tempting i could block maybe one of them but with having the healing glades and that monastery so close i think i'm just going to take wounds for each of them so how wounds work he's attacking for two we have two armor so we guaranteed to get one wound we then reduce his attack by two to zero so now he doesn't attack us again for that first attack he'll do the same thing a second time so we're gonna grab a second wound and a third time we just gained three wounds ow so now that our hand royally stinks with three wounds we're gonna go ahead and play rage and we're gonna attack this hydra and we're going to boost it with that red mana from the source that's an attack of four and then we're going to play both of these cards our crystallize and our march sideways for plus one attack each so that's a total of six this is a regular attack so it's just a regular physical attack there's no ice attack here so we just did six points of damage and we took out this hydra five fame is nothing to scoff at at the end of our turn we'll go ahead and level up we'll go ahead and place our shield token here to denote that we conquered that dungeon and then going to roll to see if we get an artifact or a spell and we get a black dice that means we gain a spell oh interesting we have fireball up here which is range fire attack five or at the bottom would be take a wound and siege attack eight we've got flame wall fire attack five fire block seven or fire attack five or fire block seven and it gets plus two for every enemy you're facing or tremor target enemy gets minus three armor or all enemies get minus two armor iron can't be reduced below one or we could earthquake it oh man i uh yeah you know fireball come on i like fire too much we'll go ahead and place that on top of our deck and we will go ahead and replenish that card then and we now have a chill card we've completed our action for our turn but we could still do our tranquility card which is tempting i could wait until next turn and roll this mana die and if i roll a yellow or a green i can actually use the heel too oh that's kind of appealing or do i just do it now i would discard while i'd remove this wound because i can only do the top of this so i can remove this wound and then i'd remove this card actually it could draw two cards which i'll get my advanced action card that i will upgrade with shortly and i'd get the spell man tough choices you know i'm kind of hoping that i will be able to get onto one of those healing glades so let's go ahead and just do it now we're gonna play our tranquility and that means we get to either draw a card or heal one wound let's heal this one so we get that out of our hand and then i think that's going to end our turn so let's roll our monodye and we get a white we get a white for our mana so we have a white a red and a blue because we leveled up we get to look at two of our skill tokens so we either have this one or this one this is our double time and this one is night sharp shooting uh this one would give us plus one ranged attack during the day oh our plus two range attack at night this one just gives us plus two move during the day or plus one move during the night oh man those are both really good i do i go for the move of the attack i i always feel like moving this game is super super important so i think i'm gonna grab the move yeah i don't know let's do that so this one's gonna be removed from the game and then this top one will flip over from arithes and we can potentially buy that the next time we level up that's called polarization our three cars we have firebolt mana storm and training i'm kind of leaning towards firebolt just because we already went for a red spell and so this would let me get a red crystal if nothing else or some more ranged fire attack these two are pretty good but i don't mind i like training but i don't mind giving that to our thea since she does not have any green crystals so yeah let's go ahead let's go ahead and grab firebolt and then that will get replaced and we'll replace that with magic talent and this fireball will go on top of our deck we have four cards in hand our hand size currently is five but we get plus one because of planning and we have more than two cards in our hand we know the two cards we're going to draw our fireball and our fire bolt it's our thea's turn she'll discard three cards one two oh good it's a red one three green perfect we don't accelerate at all i have a couple options here i did want to go to this monastery to get the monks but if i go here i can start getting rid of the wounds in my hand and i can take this guy out with some of my range so i think i'm going to do that i have movement 2 with this ability plus i'll use movement 2 from swiftness so that will give me a total of four movement during the day moving into the force only costs three so i'll go ahead and move here then because this enemy is considered a rampaging enemy we can actually attack it from an adjacent space so i will go ahead and do my action to attack him now he only has three armor he has no special ability he attacks for four but during the range attack step i'll go ahead and use my fire bolt that i have here and use that red mana from the uh source that's going to give me a ranged attack ranged fire attack of three beautiful we just took him out no problem easy and he'll allow us to gain two fame and we'll move one up on our reputation track if only he was one more fame right we could have actually leveled up again we'll end our turn here let's reroll this for our mana blast it's black so we can't use it anymore we're going to end our turn and we're ending on that magical glade so if you end your turn on a magical glade you can throw away one wound card from your hand or discard pile beautiful get rid of this i don't want to see that also we're going to have at the start of your turn if you start on a magical glade during the day you gain a gold mana token gold modern tokens can be used to power up any of your cars because gold is considered wild which is sweet so i have three cards here i still have more than two so my hand size is six one two three four five and six oh great no movement moving back to our dummy player one two and three don't be red beautiful it's blue that actually means we have a ton of time so i think i'm just going to use our skill here for plus two movement since during the day and we're going to explore let's go ahead and see what this tile is uh whoa i love the mountains gosh i love how these tiles look they just look so fantastic we have a wizard's tower here so we'll go ahead and grab a wizard's token as well as a keep up here we have another dungeon that's a bit tempting too but i love those keeps since this wizards tower is next to us we get to reveal it since it's the day and we have ice mages oh they attack for five ice and the resistant ice attacks makes total sense and they're worth five fame wow they're worth a ton of fame that is a wasteland location note so it costs four to move into there that's brutal looking at my hand i can't seem to puzzle out a good way to get four movement and then to be able to take out that mage so it's the question of do i wait around or maybe do i move over to that other healing glade and try and take out that other orc and i could level up and i'm kind of thinking of doing that so i need a total of three movement and as much as i don't want to do this i'm thinking that i'm probably not going to be able to influence anything this turn so i'm going to use all three of these to get three movement to move into that other magical glade and don't forget i still have this gold mana token we'll move ourselves right to here we're right next to this rampaging orc then what i can do is i'm going to attack him now he is going to attack me first and you can see here he has fortification i could just range fire him for five and would have been able to kill him but because of that blasted fortification i can't do that i can only use siege attack i have that firestorm which could give me siege attack and there's even black mana in the uh source but we're during the day can't use black mana so i'm just gonna let him hit me he's gonna hit me for three i have armor of two so that means i'm going to take two more wounds i don't know if this is worth it but i'm gonna try this i'm at a magical glade so i feel like it is uh then what i can do is just use my rage here power that up with the gold mana that i have so that gives me an attack of four i needed three to be able to defeat him he's toast i'll gain plus one reputation and this will let me level up we'll gain that wonderful two fame and now we're up at a plus one for reputation look at that wonderfully horrible hand we're still at that uh magical glade so i'll be able to throw away this wound i will drop to six because i still have two or more cards in hand one two three four five and six and now let's go over to arithia let's take our three cards one two and three it's white so we get accelerated by one that's not bad we at least have two or three more turns for our turn this time we're going to use our mana draw to start us off we're going to power it up with that gold mana because once again we're still at that magical glade i love those magical glades we can take a lot monodi from the source i'm going to take the black one and what we can do is set it to any color except gold and then what we can do is gain two mana tokens for the turn i'm not planning on using them this turn because i want to sit on that healing glade at least another round to get rid of one of these wounds but what's going going to do is it's going to allow us to switch this to what we want and i think i want it to be red that's actually all we're going to do this turn so we'll discard this mana draw you're going to see why i'm doing this then what i can do is throw away this wound and i get to draw up to two cards i have three left oh beautiful we have our cold toughness arthia is going to play her final two cards here and that means next round she'll claim end of round first things first i forgot to show you guys my level up i get to remove this token my armor is now three instead of two but my uh hand size is still five i have this turn and one more turn because arthea is going to claim end of round so because of that i think i'm just going to discard march okay so i'm just going to discard this card that's because i don't want to play any of these cards and you have to at least discard one card for your turn i don't think i've ever done this at the end of my turn i'm then going to remove this wound because i'm still at that magical glade i will draw a card yep there's my instinct and i still have my gold mana token arthea then is just going to end the round claiming end of round so i get one final turn and i have this hand so what i'm going to do is i'm going to use my skill for two move plus my stamina here for to move and i'm going to assault that wizards tower whenever you assault a building you're going to push down your reputation by one so we're back down to zero the locals might not like it but come on we've got to do something here so we're going to move here and we're going to take out these ice mages try as i might i can't seem to find a way to be able to get a block of a total of 10 because i don't have fire block this guy is attacking us for an ice attack i could use my upgraded ability of my cold toughness that gives me ice block of five plus one because he has an ice attack so it's an ice block of six but then i have to use my mana for that and then i'd have to use uh from the source this one to get the block four to get a total of block 10 but then i don't have enough to actually take them out so i think instead i'm just going to soak it that means i'm going to have wounds and i'm going to bring him into the next round but it is what it is so he's attacking for five i have armor of three so attack of five i take one wound reduce that by three so now it's an attack of two i take a second wound reduce it by three we're going to take two wounds for that attack then what we can do is blow them out of the water we can use our range fire attack here of five and so we only need one more point of damage and i can go ahead and just take our swiftness card play it sideways for six he's resistant to ice attacks not fire attacks boom he's toast we took him out but we did take two wounds we'll gain five fame though five fame one two three four five is one away from leveling up but that is a great day one i think we're already almost to level four i'll take it we get to then claim one uh spell card and i think this chill is awesome because it allows the target enemy to not attack and if they have a fire resistance they lose it so let's go ahead and grab that one we will then replace that with an offering that looks kind of cool we'll place our shield token here on the mage tower and unfortunately that's going to end our turn and end the round at the end of the round we will grab our training card put it into our thea's deck we also look here tremor will get discarded and that tells us that we place a green crystal in her inventory and so now she has that third card being discarded being a green card she'll accelerate by one we'll move both of these down we'll replace we have blood of the ancients and we have over here we have underground travel then what we're going to do is refresh our units so these three units are gone and for our new units we will have the red cape monks the scouts and the illusionists and we also because there's one monastery we will discard pure magic and we will go ahead and draw a new one that goes into the unit offer shield bash we'll move from day to night on here and let's go ahead and roll our monodice okay we have one already exhausted a blue and a green we've shuffled up our deck one two three four five we're drawing five cards no wounds yet we've got our chill our instinct some crystallize some concentration yeah pretty good here we have our night tactics cards so our long night would let us add three cards after our deck is empty to keep going this one would help us with mana that's maybe a good idea because i've got that yellow mantis in there so already i'm down one once during your turn you may shuffle up to five cards and then drop up to that amount uh you can search your deck for any card with preparation and sparing power is great i'm just gonna hope that i don't lose it i don't think i want to use that yet let's go ahead the mana the mana search oh man choices man but i still have usable mana for now no let's do it we're going to do we're going to do mana search for this time because i want to be able to make sure i get mana especially since i don't have a lot of crystals let's go ahead and shuffle these up and we're going to lose this one which of course is the one that i love the most sparing power the only advantage for us is we get to go first again over arithia to start our turn this round what i think i'm going to do is i'm going to use concentration but i'm going to use the bottom part of it it says when you play this play another action card with it get the stronger effect of that card for free if that effect gives you move influence block or any type of attack get it plus two so we're gonna do that and use our instinct so we're gonna get influence a total of six now i am going to grab just one die because of the mana search i'm going to go ahead and reroll this one and we get a white beautiful so that's better than the that's better than the exhausted yellow but i'm going to use the green here to go ahead and do that so i have an influence of six i'm looking at getting these illusionists and they cost seven so i think i'll go ahead and just use my march sideways to give us plus one influence that's a total of seven influence our reputation is at zero so that's our seven total cost we could with seven also get a spell but i kind of want to get some units to help us out and this illusionist could give us influence four so depending we could even maybe use it to get another unit because there's those uh red caped monks i kind of like them too but that's our first unit finally so let's go ahead and roll this die back up you can't see it it's a blue and then we will discard these three and we'll draw up to five i miss drawing up to six so we've got two here three four five oh yeah oh oh we did get influence so i could get influence eight which means i could get those monks next turn if i want it's arthea's turn let's go ahead and discard three cards one two three it's white we have one white crystal so she'll accelerate one card so i think for this turn i am going to just use my promise here of influence i'm going to use a white i'm going to go ahead and re-roll one of the blues because i have two blue there and i have that monosearch so i might as well we'll roll it oh it's black oh that's kind of interesting because i can use that you guys at night i'm going to get influence of four i was thinking i could get those red cape monks i can only get those at monasteries but i can get scouts and scouts can help us move so i'll go ahead and get our second unit here uh we that's actually all i can do because that's my action so we can't move i'll reroll this one we have another blue so we have two blue and a black in the source we then have to end our turn even though i have movement i can't use movement after i do an action so we'll draw one card we have our mana draw we have two units we have a full bit of cards one away from leveling up i like it feeling good oh great i saw a red card that's a white so she'll accelerate one more yeah she's going pretty fast looking at her hand this turn i think i am going to use our stamina here and use a blue to power that up for a movement of four plus i get one here so we have a total movement of five we'll move here for two and then for two more let's go ahead and explore and whoa we get an interesting looking tile it's going to go like so we've got a maze we have another monastery so that means we can grab another advanced action card and we have ambush we will put that with our units we also have a rampaging enemy and we have a brutal physically resistant this guy looks tough and he's fortified because he's behind this wall now if we were in the daytime we'd be able to reveal this keep token but we're at night so we don't get to reveal it so it becomes do we want do we feel like we want to take the risk that location is a wasteland i believe so it's a four movement i have one movement left i also conversely could come over here to this ruins i would have to take on a random green and a random red enemy so that's that that would be brutal but if i do that and i do defeat them look at what i would gain i'd gain an advanced action card and an artifact and whatever that fame would be we also have our maze over here we could go in here and that could potentially get us artifacts or spells yeah lots of options i think instead what i'm going to do to end my turn is i'm going to use mana draw so i can use one additional amount of die from the source this turn i'm going to go ahead and use this blue here and then that will allow me to gain a crystal of any color of my choice to my inventory i'm definitely going to grab a blue crystal i'm hoping that i'll be able to assault that keep maybe this next turn i think that's the best idea so i'm gonna discard all of these cards i will then grab my two blue that i use roll them up oh my gosh a black and a yellow good thing that i can re-roll because right now look at this i have two black and a yellow mana token all right man of dice i have two cards in hand let's go ahead and draw three four and five moving back to the dummy player one two and three and we have a blue we're good to go first thing we're going to do is reroll the black and the yellow mana that we have in the source we got another yellow but we got a green which is nice then i think we're going to use our scouts here we're going to use the move 2 and we're going to use a swiftness here for move 4. that means we're going to move into this keep and let's see what we get we will get oh a swordsman a six attack and five armor we are also going to have to reduce our reputation by one we'll still stay overall in the zero space we went moved back right where we started let's go ahead and have some fun with this guy shall we we are going to use the lethal chill we've got the black mana here and we've got our blue one from our mana crystal uh from our supply it says target enemy does not attack this combat and gets minus four armor so he is a one what do you say we use do i want the i don't think i'm going to do any more influencing so let's use our influence for an attack of one because he is only at a one he does not attack so we just get to attack him for one and we just took him out beautiful this soldier is worth four fame one two three four so we're going to get to level up also since we control a keep now our hand size as long as we're at the keep or adjacent to the keep is plus one so our hand size right now will be six we'll end our turn and roll up our mana die we have blue we then get to grab two skill tokens and we can choose from the one of our thea's that we have here so we can choose between all three of these if we choose this one we have to take the bottom most advanced action card this one here is i feel no pain once a turn except in combat discard one wound from your hand to draw a card kind of cool that can help you cycle those wounds kind of liking that one our second skill here is called who needs magic once a turn one card played sideways gives you plus two instead of plus one and then if you use no die from the source it actually gives you a plus three instead and then we have polarization over here once a turn you can use one mana as a mana of the opposite color so the opposite side and i'll show you so if i have a white i can use it as a green if i have a red i can use it as a blue that gives us a lot of variety at night you could use a gold mono as a black to power the stronger effect of a spell but not as any other color whoa so i can actually get a black during the day oh is that cool or what it comes down really to how many wounds do i think i'm going to take versus this just gives me a plus two i don't know i think i'm going to go ahead and grab the i feel no pain one and uh yeah that means this one we're not going to be able to choose and we'll reveal this one oh that could give us a crystal we'll put that out next time we level up we could do that i grabbed that ability because i think i'm gonna go for the blood of ancients you have to gain a wound for this but you can pay one month of any color and gain a card of that color from the advanced action offer and put it into your hand yeah i mean that just that's awesome so i'll put that on top of my deck we'll then replenish that card with a steady tempo card we need to level up one more time in order to get our hand size above a five oh but we are at a keep so we're going to draw four more cards look at that we still don't have any of our wounds that's great let's discard three cards for arithea one two and three it's blue wow she has no blue crystals then i think we'll start off our turn with our mana search let's reroll this yellow it's gonna be a green so we have two greens and a blue here in the source to start this turn let's go ahead and use our march and we'll use our green to power that up so we have a movement of four and don't forget i also have this ability that i can use to gain plus one so a potential of five we're going to do for our first two we're going to grab this tile and explore and let's see how is this going to be placed we'll place it like so okay we've got a village there oh we have another keep that's kind of nice let's grab a keep token and we have a location where we can get some white crystals if we end our turn there that would be a mine i have at least three movement left so let's go ahead and use two to move here we have one movement left and that's assuming that i'm using this of course which i might as well so we have one more movement and if i can get two more i can move on to these hills what the heck let's do it let's use our swiftness card and move two more to here and we can explore the next time over here and that means at the end of our turn we're going to gain a white crystal we'll end our turn unfortunately we are not next to our keep so we're only gonna get to draw one card ah we drew a wound great i do need to reroll that one mana die we have a white and then our dummy player we've got three cards left actually so yeah only a couple turns left i almost forgot to grab my white crystal the whole reason i went over there so the first thing i'm going to do is use our ability here to discard this wound yeah that means i still have to deal with it but i get to draw a card and we're going to get a movement card that's actually awesome let's see what we find here we're going to use our stamina of 4 powered up with this mana token here so a movement of 4 we technically have 5 because of that skill we'll use 2 to do our uh explore and okay let's see this is gonna go like so we've got a healing glade and we've got a wizard's tower i'll grab a purple enemy and we get a rampaging man enemy over here that will be face up another one of these guys and they're physically resistant and they're behind a wall oof i have three movement left unfortunately this is a swap it costs five to move there but i'm running out of turns i only have another turn so i think i'm gonna have to burn some stuff but with three i could move to here and then maybe we could try and take on this keep i think that's more doable so yeah we'll do that with our movement then what i think i'm going to do is use the blood of the ancients i'll use the top part here i'm going to gain a wound and pay one mana so i'm going to put that wound here i'm going to pay the white crystal that i have here to gain a card from the action uh the advanced action and put it in our hand we're going to grab monostorm that way i you know this will help us with uh getting additional mana tokens as well so this one our ability here is choose amanda die in the source that is showing a basic color gain a crystal of that color to your inventory then immediately reroll that dye and return it to the source i think the next car we're going to play is this tranquility and we're just going to use the draw card i don't really want to heal that wound beautiful we've got some range attack i'm then going to go ahead and use this mana storm so choose a monodyne in the source of showing a basic color gain a crystal of that color uh i'm gonna go ahead and grab i wish oh you know what oh i already used i already used one so i can't use mana search that's okay i'll go ahead and do this one and gain a crystal a green crystal from our uh for our inventory so we'll grab that one green crystal then we need to immediately re-roll this and it's a black and we'll put that into uh the source this card's been played so we have what a total of four cards in hand i've got some nice attack uh we've already discarded a wound to draw last time so i have to wait till next turn ah we have three cards left we're not even going to get through our entire d deck but i don't think there's anything else we can do so i'm going to end our turn we'll roll the one other mana to a die that we use wow it's another black we'll discard our move and we have one two three four cards in hand let's draw our fifth one we have another rage our dummy player has exhausted her cards so she's going to claim end of round that means we have one more turn we've got two black mana in the source so the first thing we're going to do is re-roll both of those and we get one black and one blue first thing we're going to do is we're going to use this ability i feel no pain discard that wound to draw another card we have our fireball sweet we're then going to take a little bit of a chance we have one movement here i'm going to go ahead and use this rage for two movement ice bl the cold touch for three movement and the other rage for four movement we're gonna assault that keep doing this will push our reputation down by one more but if we can take that guy out at the beginning of our next turn we'll have a minimum of a seven card hand so let's do it what do we have a four attack but it has swiftness so that means in order to block his attack we'd have to do an eight block to block his attack but then we only need to do four points of damage to defeat him we'll push down our reputation we're still at zero and i'm realizing i forgot to reveal another advanced action card so we have learning over here as well this crossbowman is fortified so what i think i'm going to do is play gain a red crystal to your inventory we're just going to grab a red crystal for that and then we are going to use our firestorm because it's still night and there is black mana here so we've got a black and a red we're going to have to take another wound i'm really wounding myself up but by doing that means we get to do a siege fire attack of eight and uh siege happens before he gets to attack us if this was a range attack we wouldn't be able to attack him because he's at a fortified location but we can still use siege on a fortified a single fortified location so we just dealt him eight points of damage and just took him out i was hoping he'd be worth a little more than three fame but we'll still take that we're only three away from leveling up because we now own two keeps our hand size when we're on a keep or adjacent to one is a plus two so our hand size normally is five plus two means we're at seven to end my turn i think i'm just going to use my illusionist here to gain a white crystal to our inventory not super helpful but i'll still take it this will end our first night feels pretty good i'm feeling like we overall are doing well i have a few too many wounds but as long as i don't draw too many at one time i should be okay i think i'm gonna have to heal a couple of them let's go ahead and move to day two so we'll do everything to reset first thing is we'll re-roll our mana dice and two white and a black that's pretty horrendous we're going to be giving the magic talent to our dummy player we will also be giving a red crystal to her she now has three red crystals and we're going to discard this firewall which is a bit of a bummer that's a great card we'll move both of these down like so we have either a restoration heal 3 or a swift bolt we'll also discard the two advanced action cards that are in the unit offer and replace those because of the two monasteries we've got dodge and weave and maximal effect and we'll discard our red cape monks and unfortunately we're we still have not found the quartiles yet so we're just going to reveal three more regular units we have thugs utman crossbowmen and ottoman crossbowman we've shuffled up we can also refresh our units we get to draw five plus the two keeps that's seven one two three four five six seven well i'm gonna feel super powerful uh that's looking good only one wounds that's basically just going to replace itself i have blood of the agent so i can take another wound oh that's kind of tempting here we have our day tactics and you know i actually i don't know i mean a great start would be kind of nice because we could draw two more cards but i'm hoping to recruit one of those utman's uh crossbowmen uh and then maybe just explore we could grab a monodye but i'm not really worried about that we could you know what why don't we do rethink actually let's grab rethink let's discard three of these cards shuffle up and draw three new ones we're grabbing number two let's see what our dummy player is going to grab she will grab number three so she's taking mana steel that just means we're going first again and then let's look at this hand for cards that we want to discard i think we'll do one and then i like my blood ritual so good i definitely want the influence let's do two i really don't want to do the wound because i can just replace it uh and chill is great in case we find something gosh darn i think it says up to three right yep up to three let's just do these two for now and let's replace it with these two oh great we've got some moves it's actually that's actually really nice and then we'll go ahead and shuffle these back in to start this round i think it makes the most sense to use this ability discard our wound to draw and we get a threaten great i'm thinking i'm going to go ahead and use our scouts here we're going to use our move 2 so we can so we can explore and we're going to use our other move too here so we can explore as well we'll explore over here our final countryside tile which is this one and let's see it's going to be placed like so another monastery you guys but they're all so far away we'll grab another advanced action card to put into the unit offer uh we have our ritual attack put that there we also have another rampaging enemy and oh this guy will have a random dungeon enemy attack us uh when we attack him he only has four armor though and we do have a healing glade as well as a place we can get some blue crystals so that's two of our move let's go ahead and do our other two here and this is our first quartile and well that's a lot of water uh okay good it's not right next to us i'm gonna place this here you know what's right next to us we're gonna have a wizards tower and we have a draconian and we have an ancient ruins we'll grab a wizard's token we'll grab a draconem token and that draconian one will for sure come face up oh yeah cold fire nine attack wonderful brutal and we'll have an ancient ruins over there that is a filled up tile but you know what we don't have okay so three three white mana gives us seven fame we don't have a city on that one we're also adjacent to this wizards tower so that allows us to reveal this and we have a sorceress our reputation is still currently at zero so what i think i'm going to do is i'll use my promise here power it up with this white mana die for four we've got two here for six that's going to allow us to recruit this utman soldier because we are in a keep and we're gonna disband these scouts now they're great but they're not that helpful this guy will give us an attack or block three or a ranged attack of two then i think i'm just going to end my turn so i'll place these in my discard pile with that one wound our hand size is still five plus two which is seven we have one two three four five so we're going to draw two more cards oh hey another wound well then we roll our source die and i get a blue so i have a blue a white and a black and we will move to arithea discarding one two and three it's blue she has no blue crystals in here sorry absolutely off camera with no blue crystals she will not accelerate great to start that next round first thing we'll do discard our second wound here and to go ahead and draw another card and we have mana draw oh that's really interesting i have a white and a blue i don't think i want to take on that source first i think instead i'm going to keep moving forward so i'm going to go ahead and use my stamina for a move two and this for our other plus two movement so we have a total of four we're going to move ourselves onto this mine what's great about that is now we can attack this rampaging enemy this orc sorcerer we don't know what he's going to attack us with so instead of worrying about it i'm going to play my chill card we're going to chill him out target enemy does not attack this combat doesn't have fire resistance we don't have to worry about that now all we have to do is deal him four points of damage i'll use my instinct for two and then i'll go ahead and place these two cards sideways for a total of four attack that will take him out and that will mean we get to level up and we gain plus one reputation we'll gain that for fame one two three four we'll push this up and that means on our uh level up we get to just flip this one over we can now control three total units and our hand size is six we'll then re-roll our mana die that we used and we have a green our hand size is six and we're still adjacent to our keep so we get plus two to our hand sides it's eight now one two three four five six seven and eight beautiful and of course we ended our turn on a mine so we've just gained a blue crystal our dummy player here will discard three cards one two don't be red it's green it's only one acceleration so far we've been pretty lucky with the wounds let's keep it going we will go ahead and discard this wound so we can draw one card because come on we feel no pain we're just gonna push on no matter what we have another move let's then go ahead and use this with our plus two move since it's during the day and we'll use our march for a four for a total of move six we'll move here for two let's go ahead and explore here for four and this might be our city tile our first one no it isn't instead we're gonna have another draconum we have another keep though this will be placed here oh that's all gonna be wastelands let's go ahead and set up this board we get one ancient ruins that'll be face up during the day oh we just have to defeat two rampaging enemies and we get four crystals we're gonna have a keep token that one we don't get to look at and we have our draconian which is a dragon and oh yeah only nine health attacks for five poison and swiftness so in order to defend we have to defend for ten uh and if we take damage from him we'll take damage into our hand and then the equal amount will go into our discard pile because of the poison wonderful we have two more movement left over so i might well i've got a choice i can either try and go into here or i could try and just move over to the monastery first i don't have anything that i can recruit there but i could use my blood ritual card take a wound and then maybe heal it because i don't want to take too many wounds and i think i think i might do that this time so i've got two more movement so i'll move here i think with this i'll play my mana storm and then use this it says choose a manna dye in the source that is showing a basic color gain a crystal of that color into your inventory then immediately re-roll this dye and return it to the source so we'll re-roll it it's a red so we've gained a white monocrystal and then i'm going to go ahead and use that white mono crystal and gain a wound here to then uh we get to choose any advanced action card that's in the offer and put it into our hand it has to match the color of the crystal that we used so i'm going to go ahead and get this swift bolt and put this swift bolt into my hand that means these two are done we'll then refresh that card in our advanced action deck for heroic tail that looks cool i've never seen that card look in here there's multiple things that we can do we can spend two influence to heal for every two influence we can spend six influence to gain one of those advanced action cards that i have out or we could burn the monastery down and i've never done that before and i'm thinking i might actually do that in this game you know there's a first time for everything before doing that though i think i'm just going to end my turn so i only used one card it's not great i might not get through my whole deck this time we'll roll oh my gosh i wrote a red that actually i already had a red but still that's pretty nice i got two red and a black in the source i won't draw any cards because i have one two three four five six seven cards and my hand size is only six and i'm not next to my keep anymore so we'll not do nothing there we'll move back to the dummy player we'll flip three cards one two don't be red don't be red don't be red it's blue great first thing we're going to do is we're going to discard our wound because we feel no pain and i'm just gonna load my deck up with wounds here and we will get a stamina card we're then going to take a chance here and we're going to try and burn this monastery down we're going to have to fight a random purple token so let's grab the top one here and oh and by the way we cannot use our units and do know that this enemy is not considered fortified because he burned down the actual town or the monastery so they're not considered fortified uh and we have a wonderful monk that if i don't defend for the five i'm gonna take wounds uh because of the poison in our hand and into our discard pile the advantage of doing this though is we gain an artifact minus three kinda hurts one two three we're down to minus one fortunately for us and unfortunately for these monks we're not going to have a problem taking them out that's because we've got some red in the uh supply here in the source so we're going to do a range fire attack of three and then i'm going to go ahead and use swiftness in our white crystal we have here for a ranged attack of three so our total range attack is six which is greater than the five and because they're not considered fortified we just took them out that is for fame that won't level us up but we will claim an artifact we get to look at two artifact cards choose one to keep and put on top of our deck and the other one gets discarded so this one is the banner of protection assign this to a unit you control this unit gets plus one armor fire resistance and ice resistance or you can have a once ability and then the cards removed from the game at the end of your turn you may throw away all wounds you receive this turn that's kind of cool actually or we have tome of all spells discard a card of any color use the basic effect of a spell of the same color from the spell's offer without paying its mana cost or discard a card of any color use the stronger effect of the same color without paying for its cost you may do so even during the day yeah tome i love those spells we'll put that on top of our deck we'll discard this one also since we just destroyed a monastery we have to discard one of the cards in the unit area because we can no longer recruit that one and now that space is considered an empty space let's go ahead and re-roll that mana die and we get another red we'll draw up only one card because our hand size is still only six and we know that's our tome the question now becomes with gaining our for fame was that worth it i don't know one two three four five we need six more fame in order to level up moving back to the dummy player we have one two and three white so accelerated by one now i have a couple options here i could explore over here and i know i will find a city i only have two tiles left but if i can explore a city over here and i have take out that keep i can have eight cards in hand by running in there that's really tempting so i'm actually thinking of going this way first but that means if i'm doing that i have to take well i don't have to deal with this but if i move from here to here which is what i'd have to do to get over there i'm gonna have to deal with this guy he attacks for five with swiftness so i have to block for a total of ten and i have to do 9 points of damage to take them out or if i have range attack oh actually i have an idea i'm not sure if this is the best idea but i have a lot of cards left and i don't have a ton of turns left so i think i'm going to do the tome of all spells discard a card of any color use the basic effect of a spell of the same color without paying for its cost i'm going to do that i'm going to discard a red we don't discard this spell i'll leave it there but we're going to do the offering we're going to gain ourselves a red crystal so we'll grab that then we can discard up to three non-wound cards from our hand for each discarded card gain a crystal that matches that color from your inventory so i'm going to discard that for a green i saw a green a white so there's a white and then do i want to do i already have one blue oh what the heck we're just going to empty our hand one of blue and a green i'm just going to get a bunch of crystals remember you can only have three max of each type of crystal so this will mean with the ones that i have here i have two green two blue a red and a white it just gives me lots of options for the next turn and i still have me my swift bolt in my hand so then what i'll do is i'll go ahead and just discard all of this because i'm not going to move but this is just going to give me lots of options for the cards that i have remaining i get to draw uh five cards one two three four five how many of these are wounds okay only one but yeah i've got ranged fire attack now i have siege attack well i can't do that because it's a daytime we'll see if that was a bad idea or not it might have been but we'll see one two and three it's white yeah so we're gonna have this turn then she'll claim end of round and next turn so we have two turns left two more turns you guys first thing let's keep feeling no pain let's discard this wound and we're going to draw our final card in our deck we have our cold toughness okay then we're going to use our two movement here plus oh man i think uh yeah i think i'm gonna have to do these two these two sideways for a total of four movement for movement we will move right to here and we're gonna take on this dragon we're gonna range attack the heck out of this guy we're gonna use our swift bolt here using our white mana for a range of four and then we have our fireball here for a range fire attack five plus four is nine we'll use this red from the source that means before he even is able to attack us we arranged attack him for nine and take him out look at that seven ex uh fame that's amazing didn't even have to worry about his swiftness poison attack will we roll up that die quick oh i got another red with seven fame one two three four five six seven we get to level up and definitely chronome pushes up our reputation back to zero so yeah they didn't like us that we burned down that monastery but then there was that stupid dragon in the lonely mountain that we just cleared out for them so they went uh okay you're not as terrible as we thought let's go ahead and see what skills we can upgrade with so that one's called motivation and this one over here what is that one called that one's called resistant break so this one uh once a turn choose an enemy token it gets minus one armor for each of its resistance to a minimum of one over here this one means that at the end of one of our turns so before we start the next one we can go ahead and just uh use this we will gain two cards draw two cards into our hand and then since we're the only player we will also get a blue mono token for the turn i mean that would be super nice against these cities we can draw two additional cards uh but i do like the red mana crystal i don't know you know what we're gonna go with this one i like this one too much so this one's gonna get removed and then this one will go into here oh we can put a wound sideways for two if i ever do get to the next level up i think i need to get that for how many wounds i have here we have our three cards we can choose from these two are both about influence i'm actually thinking of getting this steady tempo card it lets me have move and then at the end of your turn you can actually place it at the bottom or potentially at the top of your d deck for continued movement movement is always super helpful so let's go ahead and do that and we'll replenish with a force of nature oh chosen unit gains physical resistance that's kind of cool oh that's a siege attack three on the bottom we'll go ahead and place that card on top of our deck we then get to draw it and now it's the question i'm at that ancient ruins it says here while unconquered you can enter this ancient ruins as your action for the turn there will either be an altar there or enemies to fight we know that it's enemies we would have to draw two random enemies and fight them any undefeated enemies remain on the space and can be fought later if you defeat the last enemy there you can mark the space with your shield token and you get the reward which would be four crystals also would be fame i have two unused units and so i'm trying to decide if i think it's feasible for me to take on two rampaging enemies how about this let's do something totally different what i'm going to do is i'm going to use our concentration here and i'm going to use one of my green crystals to power it up it says when you play this card play another action card to get the stronger effect of the card that you're playing so i'm going to do that for my steady tempo card that means i can move four at the end of your turn instead of putting this card in your discard pile i can place it on top of my deck that's not going to matter this is my last turn i don't think i mentioned but our dummy player would have claimed end of round so i have a total movement of six plus this is a movement of eight with a movement of eight we can go one two three four five six seven eight and we're gonna assault this keep and we have oh we have some thugs because we assaulted thugs we do have to push our reputation down by one but if we do defeat them you can see here we're only going to get two fame but we actually get to push up our reputation because no one likes thugs unfortunately these thugs are what we call brutal and i definitely don't have enough block i could use my utman soldiers here to block for three but then i need a total of five attack to take them out and while my illusion is here they only uh they don't give me any attack actually so what i think instead i'm going to do is i'm going to sacrifice my illusionists here i'm going to have them attack now since they're brutal we're going to double their attack value to six and i'm going to use my illusionist here to take the damage first so six he is physically resistant the attack is physical we're automatically going to reduce it by two so he's only attacking for four now now because he's attacking for four and our illusionist is still uh here he's gonna take one wound then we'll reduce the value of the attack which is four down to two i now have to take the other wound even though i have three armor i'll take a wound of one so i'll grab that one wound and put it into my hand and then reduce that attack now of two down to zero how many wounds do i have but that means we have dealt with the attack from the thug then we can use our red mana die and we can use our attack here of rage four four plus using the utman soldier for an attack of three four plus three is enough to take him out but unfortunately we lost our illusionist it definitely was a risk but i think i'm glad i took it because now i have three count that three three keeps so my hand size is six plus three is nine right now of course it's not going to help us if we draw a full hand of wounds and i now have lots of wounds we'll go ahead and end our round we'll place this white card into our dummy player's deck move these down we're going to reveal a song of wind we're going to place a red crystal into the dummy player's crystal area and we'll move these down you know that means that she has four red crystals we have a ranged ice attack of five that's kind of cool we're then going to discard the two advanced action cards in the unit offer replace that with two more we've got pathfinding and diplomacy and then we're going to discard our two units here and we're going to now get the upgraded units so that's because we've revealed a quartile so our first one will be catapults then our second one will still be a regular unit you're always going to rotate them back and forth we have utman guardsmen and then our third one will also be here from our advanced ones we have fire golems we'll move ourselves to the night phase this is the night of day two we are halfway through already geez we'll roll up our dice we have one exhausted a blue and a red we've shuffled up our d deck look at how big that deck is it's all those wounds one two three four five six seven eight nine we're drawing nine six plus the three keeps so at least we have that yeah we have two wounds right off the bat but actually that's not bad only two wounds i'll take that with our cards here i definitely think i want to take the midnight meditation because we can take before one of our turns if we get totally covered in wounds we can go ahead and discard five cards and then hopefully not draw all those wounds so let's go ahead and take that one for our knight and we'll have our dummy player take this one she's taking the long night bummer i like that one but that doesn't mean that she's going to go first before we have our dummy player go i just wanted to show you what our map looks like right now looks pretty awesome if you ask me i'm hoping to get a quartile over here and then maybe one over here so we're somewhat close to our keep we'll start by drawing three cards one two and three it's green she has one green crystal so one additional card well with this type of terrible hand let's go ahead and start by discarding a wound what do you say we'll discard a wound and we will draw a new card and we get a wound oh that's pretty thematic all right so i think i am at a keep let's go ahead and try and recruit another unit so i have a threaten and i have an influence that's only four though i think looking at what i have here yeah beautiful i was thinking i'm going to use concentration so i have a green mono token and i'm going to use this it says when you play this play another action card with it get the stronger effect of that card if it's giving you influence increase that amount by two so i'm going to get five plus two is a total of seven plus the two here that's nine now i am going to go down one on the reputation right now my reputation is zero it's gonna go back down to minus one but with that nine i can grab these catapults now i can hold three units so i'll keep that i don't have to disband this one that's wounded i'm hoping maybe i can heal him yeah i mean or should i be healing myself considering i have two blasted wounds in hand but i think that's what i'm gonna do for my first turn we'll go ahead then and discard these three and we can still hold a total of nine cards so we have one two three four five six seven oh steady tempo eight and nine we'll then move to our dummy player one two and three it's green so we're gonna move by one there we go starting that next turn we will use our ability here discard this wound that's two wounds down how many more do i have oh we have mana storm well we have mana draw and monostorm we'll go ahead and start off by using our steady tempo we're going to do the move to and then the end of our turn instead of putting this in our discard pile we can just put it at the bottom of our d deck as long as it's not empty we'll use that move too to explore and we're going to explore this should be a city tile if it's not i messed up okay we have a red city and this one oh it's going to be placed like this oh man we're going to have a draconian over here another one over here and an ancient ruins now it's nighttime so this one will be face down but the draconian always come face up here we have our first draconian this one will be placed here it's a six fire attack it's resistant to fire damage has eight health and is considered fortified because normally they're not fortified and then our second one over here we have six uh ice attack if you do not defend you were become paralyzed you have to discard all non-wound cards in hand they are physically resistant and resistant to ice damage the red city here will be at level five that means we get one white we get one brown and one purple token so i've grabbed all of those i'll place them here we are not adjacent to the city when we are we can flip those up after we do that or defeat them hopefully when we are in that city we can pay 12 influence to draw an artifact card after that reveal i think i'm just going to use a regular march card for a move to as well and we're going to explore that last tile so let's see our level 8 city will be a green city we'll place that tile right here man now we're going to have two rampaging enemies so let's grab one we have uh this one that attacks for three that poisons and five armor that'll go here our second one will be the exact same one over here i guess they're guarding this city our green city will be a level eight that will be two white city uh tokens and two dungeon tokens oh that's gonna be fun and any that have physical attacks will also have poison i don't think i can quite take out this dragon here so i think what i'm going to do is i'm going to try and attack i think these are hags these hags attack for a total of three let's use our utman soldiers they can use a do a block for three so i don't have to worry about the attack and then i just need to take them out i have a rage here that i can power with a die here for four and then i think i'll go ahead man i don't want to burn my moves because i want them later but i mean i've got two mana draws maybe i will take the non upgraded mana draw use that as five attack to go ahead and defeat them that'll give me three fame and uh we'll go up one on our reputation three fame one two three we still need one two three four five six seven xp to level up and we moved up our reputation this will end our turn now you may have noticed i have moved the map a little bit just that way it fits on my uh camera screen a little bit better i don't try that at home it's annoying i'll roll this up we have a blue in the source now so two blues wow that actually is terrible two blues and an exhausted manic uh man in the source we're still standing on our keep so our hand size is nine we have one two three four five six seven eight and nine let's then draw our three cards for our dummy player and we have a red oh no that means one two three four yeah we are going to blow out of our turns really fast with that so that draconium is really in our way if we're going to get to that red city unless i want to use a ton of movement we got to kill him and i am hoping that we can so i'm going to use my wonderful ability of feeling no pain discard that wound don't be a wound don't it is a wound gosh darn what i think we're going to try and do is take out this dragon so how we're going to do this we're going to use our chill target enemy does not attack if it has fire resistance which it does it loses it for the rest of the turn we're going to use the blue mana that we have here so it won't attack we've chilled him out and he's no longer fire resistant that means we can use our fireball here and power that up with this mana for a total of five attack then we'll play this for an attack of two so that's six seven and then we'll use a swiftness to the side for eight uh that's be our eight attack these are our cards in hand i still have some move which i'm gonna probably need to be able to move by the city and i still have at least well the modest storm to help me with our mana i feel like that's a good idea and i didn't use my catapults that does mean we just killed him and he's going to give us eight fame and plus two to our reputation we'll have to reroll this die though and we get a white look at that tovak the dragon killer we're going to get another command token which is nice our armor now is four instead of three but still only six cards in hand plus two reputation will push us up to plus one you guys that's awesome one two three four five six seven eight looks like they totally forgot about the monastery like you dragon killer who cares if you took out the uh precious monks we'll go ahead and draw up to our hand size one two three four five six we're still on our keep so that's three more oh my gosh look at all those wounds we'll move to that dummy player one two and three it's blue oh my gosh it's blue that means we're gonna have this turn then they'll play this card then we'll have another turn and then they're gonna claim end of round and we'll have a final turn we have three more turns you guys and just so you know this is what's in the source and so this yellow one's useless looking at our hand here i think it's a great time to use our tactic one time this night before any of your turns you may shuffle shuffle up to five cards from your hand back into your d deck and then draw that many cards then we'll flip this face down well let's do one two three and i mean i kind of need the move do i need three moves let's let's do four let's do four for now and we'll leave these in our hand we've shuffled up let's draw one two three four we have four cards here we have a wound let's go ahead and use our ability to discard that and draw a new card which is another wound but we've used this okay now what do we want to do couple things to note here we are in the evening phase of the game and so looking here these desert locations only cost three to move into instead of five so i do think i for sure want to get to here before the end of the night and maybe even try and assault this red city depends on what i reveal but if i can the nice thing is it only costs three to move in there instead of five during the day but because i have three more turns i think i might try and influence a character with me first because remember my reputation now is a plus one they like me here to start this turn off we're going to use mana storm choose a mana die in the source that is showing a basic color we have a white we're going to gain a crystal of that and then immediately re-roll that die and return it to the source let's see what it becomes it becomes a blue so now we have two blues and still an exhausted one then we're going to use crystallize here use one of those blues we're going to gain a crystal to our inventory and i'm going to go ahead and choose a red one so i know i have a red a white and two blue we'll then go ahead and use that red crystal we just got for influence 4. we have our plus one from our reputation so that's five six seven eight that will allow us to get these fire golems we can get them at the uh the keeps they give us an attack or block 3 or if we use a red mana arranged fire attack 4 the other nice thing is is they can actually take a hit for us because they're resistant to physical and they're resistant to fire attacks we'll then reroll our monodye and we get a green and let's go ahead and draw up our hand we only have three we're still on our keep that we've done everything on our keep so we have a hand size of nine three four five six seven eight nine wow we actually have our entire rest of our hand we'll then go ahead and just simply discard this card next round she'll claim end of round during the dummy players turn we can use this skill and gain a blue mana token i can't draw any cards because i don't have any i will then place that crystal or i should say that blue monotoken here on my stamina to move four i have a potential of moving five yeah let's see what we want to do we can move three to here and that will allow us to reveal this and we have oh just defeat two enemies to get two artifacts though wow uh i don't know first thing though we can go ahead and look at what's in the red city our three enemies here we will have oh yay a seven with a three three which by the way both attacks are brutal uh over here we have a five attack with a four that's resistant and then the big man here we have a six fire attack that's brutal with six armor and uh resistant to ice attacks that actually isn't terrible uh the only change is that this a5 attack is considered brutal so if we don't block that that will be a 10 attack we had a total of five movement here i'm gonna go ahead and play this card sideways for six that means we'll be able to move in to the city because it was three to move on to that uh that desert location and three more to walk in this will unfortunately push our reputation down by one more but let's see if we can take out these three units we'll be pushed back down to zero so they don't like us as much anymore we'll move into that siege and range attack phase let's go ahead and use our catapult doing a siege ice attack of five he's resistant to physical attacks this is a siege attack so a five damage we just took this guy out one down two to go the nice thing about this enemy is they cannot be fortified because essentially they're flying think of them as they're flying above the city so they don't get the fortification advantage so we can attack them with range so that means what i will do is i will use my swift bolt i will power it up with one of my my white crystals that's a range attack of four i need a total of seven so then what i'm going to do is i'm going to play my tome of all spells discard a card of any color use the basic effect of a spell of the same color from the spell offer without paying for its cost so i'll discard this blue stamina card so that i can then play range ice attack of five five plus that four that's enough to take him out as well two down one to go now unfortunately this third unit i'm not going to be able to defend he's attacking us with a six fire attack that's brutal so we're gonna move that up to 12 when we're looking at taking our damage what we can do though is use our utman's crossbowman here to go ahead and take a little bit of that damage from us so he's going to get attacked for that first four points of damage so he's gonna go from 12 down to eight and then unfortunately our utman soldier is going to be exhausted we're then getting hit for eight damage and our armor is four out of that eight we have to take two wounds then so we're gonna take two wounds we now have four wounds in hand but that does not mean that we're exhausted we still have two cards to play and i think i can take him out this is going to be a bit ridiculous but what we're going to do is use our fire golems and we will attack for three now he's not physically resistant so that's three attack then we'll use our fire bolt here to gain a red crystal and put it in our inventory but then we'll immediately use that for this lower ability we're going to gain a wound because i don't think i have enough wounds but we're going to gain a wound to our hand or discard pile it's not going to matter and we're going to get the stronger effect of a card in the advanced action offer without paying its mana cost and then the card remains in the offer and the one we're going to grab is this one and this one has a siege attack of three so three there plus the three here that's a total of six that will take him out we just defeated the red city yes our fame increase will be for seven on this one one two three four five six seven we have four for this one one two three four and we have five for this one one two three four five that means we will level up even if we also have five wounds now in hand since we defeated three enemies we get to place three shield tokens on this card and that's gonna be considered plus three influence in the city so if we wanted to get an artifact it's only gonna cost us nine or if we want to get units there we get a plus three to our reputation our reputation's at zero right now it would be at three here we'll go ahead and grab two of our skill tokens we can also buy any of these i think i know which one i'm going to be getting yeah uh oh well these are all good we can either gain shield mastery and that gives once per turn a block three or an ice block two or a fire block two that's pretty good we can use this one which is i don't give a gosh darn once per turn you can turn one card sideways and get plus two instead of plus one and uh if it's an advanced action card we would actually get plus three instead yeah i think i gotta do i gotta do that one uh because i have so many wounds you guys once a turn you can play one wound sideways as if it were a non-moon card it gives you plus two instead of plus one and then you can put that card in your discard pile so i'm definitely going to get that but that means i have to take the lowest advanced action card which is actually okay it's it's influence i kind of want some influence so i can tell about my heroic tale of all the wounds i have taken to convince more units to come with me we'll then go ahead and reveal another one from here and oh yeah it's another concentration one well we have one city down one to go and a ton of wounds for it let's go ahead and clean up and start the next round first things first we will go back to our day this is uh beginning of day three already cheese it goes fast we've got two blue and a red i need to refresh the advanced action area here because of the card we bought then i will go ahead and give a green crystal to our dummy player move these down refresh that and unfortunately they're going to get a green card as well move this down get spellforge we are also going to discard the two advanced action cards in the unit offer and grab two more because of the two monasteries we have ice shield and in need we'll discard our one basic unit that we have here and then i get to put in two new advanced ones and one basic our first advanced unit will be the ultim mages whoa those are awesome our basic unit will be the magic familiars and then our third one will be the atman guardians whenever you control a city as long as you have more shield tokens than anyone else you get to draw two additional cards your hand size is too larger if you only have one or more shield tokens but you don't have the most if you're playing cooperatively or competitively your hand size is one higher and it's just like keeps where it's even if you're one space adjacent so i'm i'm gonna get to draw eight one two three four five six seven eight good thing because look at this deck i think half of it is wounds let's see we only have one wound to start with seriously is there something wrong uh i mean that's good and that's not good because you know that means later we're gonna be flooded with wounds so this is our final day uh and i think it just makes sense we're gonna do the great start and draw two additional cards and that means our dummy player is gonna go first but with great start we get to draw two more awesome while still that's still that's well it's great still no additional moods that means our dummy player will be first we will discard three cards one two three it's green so we will move it up two more let's go ahead and recruit these ulta majors shall we we need a total of 12 influence we already have three because we have three shields on this uh the city so three then we're going to gain a white crystal from our inventory and we're going to use it to power this up to get an additional six so that's nine and then for each unit that we recruit this term fame plus one and reputation plus one so we're at nine here we'll add two more that's eleven and then we'll place this wound sideways using this making it a plus two so that's actually thirteen thirteen we only needed twelve to recruit these ultra mages i'll go ahead and discard this the illusionist i will disband them since they have a wound on them and now we have fresh ultim mages we're also going to get plus one fame and plus one reputation we'll bump this up to 66 and we now are at a plus one that'll end our turn let's draw up and we'll move back to the dummy player we currently have six cards in hand we get to draw two more hey it's a wound and we have concentration we'll move to that dummy player we will draw three cards one two three it's white so we get plus one first thing i think we'll do on this turn is we will use this to discard this wound and draw a card because we feel no pain oh that's actually awesome we got a move card there's a really tempting ancient ruins right next to us but it's in a sands location or deserts so i think i'm going to try and go there but it cost me five movement so what i'm gonna do is i'm gonna play my march for two i've got two movement here and you know at this point who are we gonna heal although actually i might not do that i might keep my heel because i could heal up my uh my utman crossbowman i think i might want to do that so instead blood of the ancients i don't really want more wounds so i'm gonna go ahead and use that for my total of five movement two four five and we can do that because it's during the day we'll go ahead and move here now what's great about this spot i am adjacent to my keep and my city unfortunately the bonuses of hands don't get to stack but i have three keeps so now my hand size will be nine instead of eight i'm not sure we're quite ready to take that on i want to have a full minute of nine cards so what i am going to do is i'm going to use crystallize gain a crystal of any color from uh to your inventory i'll go ahead and get a green and i'm going to use that green on tranquility that will then allow me to do a heal too the uman crossbowman is a level two unit so it costs two healing to heal it but now as he's healed and ready to go i've got a set of four units the question becomes with all of these units here am i going to be able to take out those two enemy tokens i don't know we'll end our turn now we'll drop to nine and then we'll see we'll go ahead and re-roll our mana die oh that's a wild that's amazing great timing for that we will take all four of these they'll be placed in our discard pile we have a total of one two three four cards in hand five oh yeah it's a wound six oh nice seven eight and nine and i'm thinking yeah because so here's the thing is that i'm thinking i'm gonna take the city on during the night phase of st of of the of this day three so i think i'm going to use this during the off turn to draw two cards i can flip these over i can draw two more cards and i gain a blue monotoken just for this turn so i'll draw two more of course i have a wound but i have a blue mono token that i can potentially use for the next turn moving back to the dummy player we'll go ahead and draw three cards and we have a white so you push one more oh good it's red that's good first thing we're going to do on our side we'll use this to go ahead and discard this wound and draw a card which is going to be a wound i've got 11 cards in hand is that going to be enough for this yes the hard part is i have no idea uh but let's go ahead and try it we have one dungeon enemy and one draconian now the draconian normally when you defeat them you gain plus two reputation if you are fighting them in the ancient ruins or let's say in another spot like a dungeon area or something you do not gain the reputation because they're not bothering the villagers we're going in there and doing that ourselves essentially to help ourselves level up that's kind of how i see it so let's see what we get oh yeah an eight with uh fortification so we can't use range and a six with fortification that we can't use range so no range here oh this guy he's brutal for this fire dragon what we're going to do is use our chill we're going to use that blue mana token that we got thanks to our cons concentration skill target enemy does not attack this combat it has fire resistance it no longer has the fire resistance great that guy is done for our blocking because yeah i could use siege attack but i can't use range on either of them because they're both fortified for this one for our defense we'll go ahead our blocking we'll go ahead and use instinct and we're going to use the wild that's in the source we'll turn it to a red and that will be a block four followed by these two sideways for a block six that will block the sixth attack of that crazy looking worm now that we've successfully blocked both of our enemies here we will do a rage attack of two another rage attack of two a wound sideways for the plus two that's six that will take out this guy and then what we will do is we're going to play a concentration we're going to gain ourselves a red mana token with that red mana token we will then use our range attack of 5 and then we will use our utman crossbowman for an attack of three for a total of eight so that will give us the eight attack that we need to take him out he is not remember normally he'd have fire resistance but we chilled him so he does not have the resistance on the fire attack that is the eight both of them are gone uh that's awesome so we will gain two artifact cards and we'll gain a total fame of eight plus five we'll move up eight and five one two three four five six seven eight and one two three four five oh one away from leveling up that's just mean here we have our artifact deck so we can either choose the horn of wrath siege attack five roll a monodi if you roll a black red black or red you get a wound siege attack five you may add up to plus five to the siege attack for each plus one you added rola monodi you get a wound for each black and red whoa so we could do a siege attack 10 with this oh my gosh i've never seen that one okay i've seen banner of courage assign this to a unit you control once around except to during combat you may flip yeah uh you may play this card anytime other than combat to ready all units you control i may be at the beginning that might have been good but at this point i want the siege attack so i'll discard this one and i'll put this one on top of my deck and then let's go ahead and reveal two more we have a book of wisdom throw away an action card from your hand gaining advanced action card from the advanced actions offer to your hand that is the same color uh throw away an action card from your hand to gain a spell from the spells offer t to your hand that is the same the same color as the action that you threw away and a crystal oh okay that's awesome what's this one again a blue monotoken yeah this is a sapphire ring i've seen this one you have an endless supply of blue and black mana this turn fame plus one for each blue spell you cast this term yeah i'm gonna go with the book of wisdom we'll discard this one we have a whopping two cards in hand let's draw up three four five six seven eight nine and we'll ready all of our skills looks like i have just a few wounds what do you guys think oh this one doesn't get to be ready that's a once per round i almost forgot we need to roll our mana die and we have a red so we have two reds and a blue in the source we'll discard three cards one two three oh it's red one we have to discard four cards from here one two that's all of them that means next round she's gonna claim end of round i have two rounds and we're done with the day oh geez okay first thing we're definitely going to do is discard a wound yeah you know really made use of this ability to draw a card hey that's not a wound and it's a move this hand is pretty awesome what i think i'm going to do is i want to move next to the green city so i've gotta move to here and i move to here but i have to go to the swamp so i need a total movement of five let's see i am definitely not going to influence anything anymore so i'll go ahead and put this sideways for movement of five what i'm planning on doing is coming over here then i'm going to hopefully defeat that hag in the next round get myself to here where i'm still one space away from my keep so i can start next round with nine cards in hand at night to try and take on that green city but first we get to reveal our tokens the green city gives a benefit to any physical attacks they gain poison so we have a fire mage with cold fire attack and resistance physical resistance we have a catapult and ice catapult that will be doubly fortified so we will not be able to attack this even with siege attack then we have oh man another cold fire attack it's also immune to arcane spells we can't use spells cold fire attack is brutal and another hydra with the two two two six as its armor that's uh resistant to um ice attacks so the only one that's actually going to get poison is this one this one already has poison this one will gain poison because it's the only one that has a physical attack actually that poor hag is right next to us is not going to know what's going to hit her here for our action we are going to attack her we're just simply going to use a red from the source to do a siege fire attack she is toast that's an attack of five she had no chance and that's gonna gain us three fame which means we'll level up three fame is perfect one two three puts us just over here so we're going to be able to flip another one of our shield tokens and we're becoming pretty famous around here we are one away from a plus two we'll go ahead and grab this that also means we can recruit another unit if we wanted and our hand size is gonna go to seven we're also gonna go ahead and play our fire bolt simply so we can gain a red crystal to our inventory so right now in our inventory we have two blue and one red now what you can do many people don't realize this is you can actually discard as many cards as you want at the end of your turn so long as they're not wounds so i'm gonna actually discard all three of these because i only have one turn left and i'm actually kind of hoping to use my book of wisdom and get a spell but i don't want to discard the blue card that i had in my hand i'm hoping i will draw a new blue card so my hand size is seven i'm not next to my keep and i'm not next to the city so i'm only going to get to drop to seven one two three four five six seven come on have a blue card somewhere in here oh the only blue card is the steady tempo which i might actually well i still can potentially discard one to draw a card let's go ahead and roll our mana die we have a white and now our dummy player will claim end of round so we have one more turn to start this turn we'll go ahead and flip this over and that's going to allow us to discard one of these wounds and we'll draw a card and we get a white first thing we're going to do is use our book of wisdom we're going to throw away an action card from our hand i love steady tempo but i'm going to throw it away i'm doing that because what i want to do is be able to gain a spell from the spells offered to your hand and then we can also gain our third blue crystal so i'm gonna go ahead and grab this ranged ice attack five because how can that be a bad thing to put into our hand we'll gain a blue crystal now that's the most of them that i can have i am going to remove our study tempo it's a good card but actually i don't need to move a ton anymore i just need to be able to move into that into the location where the green city is that also means though that this card is removed from the game then we're going to go ahead and do a monostorm and we're simply going to do the top part choose a monodyne the source that is showing a basic color gain a crystal of that color to your inventory and then we'll immediately re-roll that but this is just helping us so now i have a white a blue three blue and one red we'll re-roll this of course it's black now but who cares since we did get that spell i'm gonna go ahead and replenish and we have call to arms we have a total of five cards left in hand i think what i'm going to do is use this as a move 2 we'll use this sideways for a move 4. we only need 3 to move over here during the day that's why i wanted to do that and now we're next to our keep again and you know what you guys i think i have something fun that i'm going to do here i'm going to go ahead and play the tome of all spells discard a card of any color so i'm going to discard this white swiftness and then it says use the basic effect of a spell of the same color from the spell's offer without paying its mana cost since that was a white basic card we can use call to arms you may use an ability of one unit in the units offer this turn as if it were one of your recruits you cannot assign damage to this unit there's only two units in the offer and you might be thinking what the heck would i want this a heel to now i don't think i get the plus one because i'm not using a green mana or i haven't used that on the magic familiar but i will totally take the heel too and this is the nice part about magenite i can take back that i use my wound for plus two movement because i actually only needed plus one movement so i can say i used my snowstorm sideways as plus one movement and then that way i can heal both of these wounds just because i have so many wounds i wanted to see how many i have i have a total of one two three four five six seven wounds in my deck ouch that'll end my turn and that will end the round we will give this white card to our dummy player this will get discarded it will be uh placing another green crystal for our dummy player we'll move all of these down we will draw another one we have whirlwind over here and we have the mountain lore over here oh that's a great card you can actually go on to the mountains it's amazing we're going to discard these two advanced action cards that are in the unit offer we'll draw two more counter attack and temporal portal we'll discard these two units that weren't used we will then get one elite unit and we have the ammotep gunners and then we'll have one regular unit and that will be thugs yeah we don't want thugs our reputation's too good and then we'll get another one we've got heroes cool let's go ahead and move ourselves to the final night we will roll our three source dice oh we've got too many that are black and yellow so we can re-roll them and we've got one blue one red and one green final round here we come we have seven as our hand size we are next to our keep we have three keeps that we control so that's ten beautiful cards one two three four five six seven eight nine and ten wow that is yeah that's amazing we only have two tactics to choose from i definitely want to take preparation when you take this tactic search your deck for any one card and put it in your hand then shuffle your deck i'm gonna have to look and decide which one i want but that does mean that our dummy player will be first i think the one i'm going to choose is the tome of all spells just because this power has got to be helpful for us okay this is going to be insane i hope you guys are excited i feel like we have a really good chance here our hand we only have three wounds in it i can discard one one can be used as a plus two i might even heal or just draw yeah we'll see how we let's see what we do but first let's go over to our dummy player let's draw three cards one two don't be red okay it's green oh man green is three still one two three okay at least i got rid of two red cards to start us off this turn i think i'm just going to do a tranquility and i'm going to heal the two wounds that i have in my hand that way i only have what five wounds instead of seven now i have so many other cards but i think i want to be able to get another crystal to my inventory but i don't want to have to use a crystal to gain a crystal so i still have the whole dummy deck deck that i can use i'm going to go ahead and just end my turn here i will re-roll this up this will be a green again actually that's not terrible we will discard this one card i have one two three four five six seven eight cards in hand we will draw two more we gained one wound and the monodrop card we'll then grab three more cards from here one two three okay it's green that means we're going to draw three more jeez okay now she's definitely wanting to rush me through with that though what i think i'm going to do is first start by discarding that uh wound to go ahead and draw a card and we have mana storm wow mana storm and mana draw right next to each other i think i'm then going to use the tome of all spells i'm going to discard the mana draw and i'm going to use the bottom here discard a card of any color use the stronger effect of a spell of the same color from the spells offer without paying its mana cost you may do so even during the day well it's night time so we're okay we're going to use the call to glory ability here recruit any one unit from the unit's offer for free if your commands are at full then you have to disband one we don't have we have one open one let's get the motep gunners that does mean this card is removed from the game and this one goes into our discard pile we're then going to use this card we'll power it up and gain ourselves a red mana crystal with this red mana crystal if you look over here i have two red three blue and one white i don't have a lot of green but i don't have a lot of green cards so i think that's okay we'll then go ahead and end our turn and we'll roll this up oh this is exhausted so this one we can't use because it's nighttime we have one two three four five six seven so we get to draw three eight nine ten oh look at that no wounds it's almost bad i wanted the plus two for the wounds and we'll flip this skill token back up as we're moving over to the dummy players turn though i do think it's time for some concentration that's going to allow us to draw two more cards still no wounds and we'll gain one blue mana token hopefully this means we're ready to take on that city we'll see we'll draw our cards one two and three and oh my gosh three more one two and three uh our dummy player has uh three cards left well i think it's time let's see if we can do it i'm gonna go ahead and use that blue mana token to power up our stanima for move four we've got plus one here for move five that means we can move into the green city and assault it well push down that reputation down we're still at a plus one they still like us just maybe not as much let's go ahead and start off by taking care of this hydra so the first thing we're going to do is use our siege catapult for three basic siege and then we will use our horn of wrath just the top part siege attack five now we have to see will we take a wound if we roll a black or red we will of course i roll a black because you know i love wounds so we'll take one wound for that actually that's not terrible i can use that wound as a plus two that's hilarious but with these two that's five plus the three that's more than enough to defeat this one this enemy for this golem over here it has a cold fire attack of four that means for a regular attack i need to have it doubled by eight so i'm going to use our emma gunners to block for five then we will use our instinct for seven and we'll put this threaten for eight that will block the attack of four for this catapult i don't even wanna deal with it we're gonna chill it so the target enemy does not attack this combat it does not have fire resistance but we don't have to worry about its nine ice attack now it is cumbersome so we could have used movement to reduce it but i actually didn't have any movement in my hand anyways so yeah this way he will not attack finally we have this crazy mage we need to take care of so what i'm going to do is use my utman cross bowman for three block and our fire golems for three block that's six this is cold fire attack so i need to have a total of eight so i'll go ahead and use this wound for plus two that's seven and then we'll use the monostorm for actually not the monostorm let's use swiftness for eight so that will block his attack so we've blocked all the attacks we've defeated one enemy now let's see if we can defeat the other three we'll start by using our ultim mages here we'll use one blue and one red if we do that we have a cold fire attack or cold fire block of five you can pay a blue or red mana token to increase this to seven or pay both to increase it to nine so because i'm paying both we're doing nine that will take this guy out no problem because we blocked this golem his defense now is only four instead of eight if we had not blocked him he would have had eight as his uh defense so i can go ahead and use my swift bolt use my white crystal range attack of four done and finally we have our ice catapults let's go ahead and use concentration we will pay this so we get a plus two to our rage that gives us six attack just what we need to take him out and look at this we still have three cards left in hand you can see all the cards played and all the units used that was kind of insane but that actually worked out pretty well we gained seven xp for this catapult one two three four five six seven we gained a total of four for this guy one two three four that golem we gained eight for this mage one two three four five six seven eight and we gained five for this hydra one two three four five because we leveled up we get to gain an action card an advanced action card i'll go ahead and grab this one it doesn't matter what skill i'm not going to worry about that we only have one more turn we're in the city we have the most shields obviously so we get to draw seven plus two which is nine we have three four five six seven eight nine and cool i mean i don't really know what else i'm gonna do wow i still only have one wound in here that's pretty good we'll roll that mana die we used and it's green again always wants to be green we will draw three cards from here wow so we had this turn and the next turn because uh our dummy player will claim end of round you know it's been a long time since i've really cared about my score but i think we do gain something if we have more crystals so let's go ahead and just gain a red crystal with this card well discard this wound to go ahead and draw i should flip this over i already used that one and we have a heroic tail we'll grab mana storm pay the green die just so we can gain a green crystal and then we'll immediately re-roll this and it's green again i'm telling you that's all it wants to be is green and i'm exhausted so i think i'm just gonna call it that so if i counted everything correctly i believe i scored 160 points which is pretty good i mean 200 you feel really good 150 and above i still feel pretty solid i mean it did not help that i had seven wounds in hand or one to six wounds in my deck that was minus 12 points right there each one of those wounds is minus two but the way i built toevac yeah it it just kind of worked that way uh i had a blast i'm sure i made errors i'll try and make notes to notate that i i hope though that you enjoyed it and let me know if you'd like to see me play another mage because i definitely think i want to play this again somewhat soon so let me know also do you think you you want to see a different scenario and if you have a favorite solo scenario that isn't vocare since i've already done a vulcare one i've heard there's a couple pretty good ones but i do not have the ultimate edition as you can see i'm playing without shades of tesla and i don't really plan on picking it up i don't think i need it i have enough here to last me a lifetime thank you all so much for watching i hope you enjoyed this and i will catch you at the next stop
Info
Channel: One Stop Co-op Shop
Views: 19,422
Rating: 4.9563317 out of 5
Keywords: mage knight, playthrough, solo, runthrough, walkthrough, cooperative, one stop, co-op shop, board, game
Id: Sfrf1VUF_wk
Channel Id: undefined
Length: 100min 45sec (6045 seconds)
Published: Sun Sep 20 2020
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