Mage Knight | Volkare's Quest | Playthrough | With Colin

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you were sent there with a clear task to find the mysterious general volcare and eliminate him but it seems vulcare was ready for your arrival once the portal opened and you entered the land his huge army started to march directly towards you you are not ready for this confrontation yet oh wait it's not you who is the target he is heading directly to the portal it seems he was just waiting for someone to open it for him what are his intentions does he want to enter the portal or to destroy it what happens if he succeeds your task is not to investigate that your task is to stop him destroy his army before he finishes his quest whatever it is hello everyone and welcome to the one stop co-op shop this is colin and today yes we want to do some more mage night don't we bill finished painting all these awesome 3d terrain pieces for me look at these look at the portal so i wanted to showcase that plus i realized i have not played the quest version against vulcare so i thought this would be a good time to show that to you i'll make sure to put links in the description below for all the awesome bling that i have in this game and i believe someone's did say you can even 3d print these as well i'll see if i can find that link and post it in the description we're going to be playing the final mage that i haven't played from the base game and that's arithia so we're going to play her she's going to try and take out vulcare vulcare's only goal is to get to this portal when he gets there and spends an action to move we're done so what we need to do is level up enough and then take him out what's different about this scenario compared to a lot of the other ones is we have a preset map all set in place so i can't explore off the board these are the only tiles we're going to see in the game we have two city tiles somewhere in there i'm gonna play them at a level four uh volker will be level ten that's playing at the heroic level that's the middle level but i am going to play on the fare for speed so that means he has a total of 20 wounds in his deck instead of the 16 which is really hard so i'm gonna do 20 wounds in his deck plus the 16 cards of our dummy player and then the four interactive spells vulcare at a level 10 will have one white enemy one gray enemy two red and five green yeah this is going to be fun because we're playing with volkhair we'll have a total of four monodice in the source let's roll them up that will work we've got some greens this one's exhausted during the day two greens and a red we have our advanced action offer there are four units available one of them potentially could run away and now unlike the uh uh the return to vulcare where this could potentially join his army if we roll a green so that's the crystal that i'm going to use for this uh specific scenario if we roll a green this unit will just run away that's all it's going to do it's not going to join his army we also have a monastery out so we have the chilling stair that we could potentially gain from the monastery we have our spell offer over here we start at zero for our fame and zero for reputation the dummy deck we're going to use for this scenario is brevar's i have never seen his skill token so i'm kind of excited to see them and then of course we have arithias as well here we have volkaire's deck it consists of 20 wounds 16 of brevillar's cards and four of those interactive spells every turn that volker has he's just going to reveal the top card of his deck and he's going to do certain things depending upon what it is and you'll see that as we play we also are going to grab vulcare's tile and an extra mana die and we'll be rolling it when we activate him as well as when we attack him or he attacks us we start at level one we have to armor our hand size is five one two three four five so let's draw our five cards we have concentration march manopole battle versatility and stamina now we get to decide is which day tactic we want to choose after we choose a day tactic then volker will randomly choose one the tactic we choose is gone for the rest of the game vulcares will just shuffle back in now i've had a lot of people say when they've seen my other playthroughs why do you always pick four or five well the thing is is that you know when you come back to a day phase after leveling up you don't need as many cards in your hand but in that beginning part of the game it's so important to be able to have more cards because you can do more on your turn and this is a race vulcare is going to get to that portal if we don't stop stop him and so we need to be able to level up as quickly as we can so planning to me it seems like the best option here at the end of each turn if you have at least two cards in your hand before you draw draws if your hand limit is one higher so we're going to pick that one vulcare will pick let's see we'll pick this one he's going to pick three that means he's going to go first we'll draw the top card of his deck and he has a wound what that means when we have a wound we will roll a die and see if that die matches the green crystal that's out on the unit offer on the northern monks if he rolls a green crystal the northern monks are discarded and we can't recruit them he's not going to move unless he gets one of his colored action activation cards or these spell cards that's going to make him move we'll roll up that die and we get a blue so the northern monks are safe for now right now arithia is ein that monastery it looks juicy to get there though we have to move through some grasslands and some hills the hills cost three the grasslands cost two so that's a total movement of five and if we can end our movement here at this mine we'd gain a blue crystal so yeah i'm kind of thinking that's what we're going to start with in order to generate enough movement to do that we're going to use one of the mana dice from the source gaining move four and then playing stamina for move two that's a total movement of six with six movement we'll move one two plus three and we'll end our movement at the hills now we're next to a rampaging enemy this rampaging enemy is fortified which is a bit of a bummer because i'd love to just take it out but i do think i'm going to provoke it and have it attack us so we can for our action attack that but i don't think i'm going to be able to block these are orc diggers so how we start combat is we'll start in the range and siege attack step i have range but i can't use it against him because he's fortified i could use siege but i don't have any siege attack so then he's going to attack us we have to either fully block it or just soak it i'm not going to block anything i don't have enough to block anyways and be able to take him out so i'm going to take three points of damage but i have two armor so what you do because he's at three i immediately take one wound regardless of what his numbers at doesn't matter i'll take a wound put that directly into my hand then i'm gonna reduce his attack value by my armor so it's gonna go down to a one if that number is higher than zero i'm going to take another wound so that's my second wound in my hand now his attack is reduced by two it's zero or below so he's done attacking us now what we can do is attack them back trying to get a total of three attack and at this point we can use any type of attack don't forget you do always have to check your unmodified hand size which is five if i had five wounds in my hand i'd have to immediately end my turn and discard all my non-wound cards because i have been knocked out but i only have two my hand size is five so i'm okay what i'm going to do is play a manipule you can use one additional mana die from the source this turn if that die is black you can use it to produce any color of your choice which is what i want to do because i want to use battle versatility i'm going to use the black turn it into a red because of that ability and now i have a fire attack of three so this guy isn't resistant to fire attacks uh he is uh fortified but that doesn't help during the regular attack phase so for three and three we just took him out we'll gain two of fame and because he's a rampaging orc we'll also increase our reputation by one they like us that means we can pump up our fame by two one more and we'll level up and we'll move up our reputation to still at zero but we're moving up on the right track we'll end our turn by drawing up to our hand size now we have a total of three cards in hand even though two of them are wounds they're still considered cards in our hand so i have two or more cards so my hand size is one higher so we'll draw one so that's four then we've got five and then one more which is six that's why i felt okay doing that we also will gain one blue crystal because we've ended our turn at a mining location we used two dice this time so we'll roll those back up we've got a gold and a red now in the source we're now back to vulcare's turn he's going to get another wound that just means we're going to see if he's going to steal those monks from us so i'll grab my dice tower drop a die it is black not green so we're good this might slow us down just a little bit but i think it's going to be worth it we're going to use tranquility and we instead of drawing two are going to heal two and the two wounds in our hand we're going to put them back in the stack to get them out of our hand and this way we'll hopefully have a better turn next time we'll end our turn by rolling our die in we've got a white two reds and a gold i have three cards in hand i can draw up to six then i've got a stamina i've got a rage and i've got improvisation oh this is going to be a great hand moving back to vulcare's turn he's got his first action card that's a color so what we're going to do is he's going to move one space to the left following the green you can see the blue and the white to go this way reds if he rolls that he would try and attack anyone that's adjacent to him we also would roll a green die or a gold die if it's in the source and there is a gold one so we're going to re-roll that one and then we're going to move him he takes my gold mana die away from me look at all that red green means he will move one space here moving back to our turn we are going to use improvisation we're going to discard this stamina so we can do a total movement of five before i do that i need to remember the whole reason i decided to stay there and just heal was because i'd also gain another blue crystal so now i have two blue crystals in my inventory now with five movement we can move one two and then for two out of the three movement we can reveal this tile we found a keep in ancient ruins and a monster den lots of fun things to go and explore there oh my gosh look at this one we could get a spell and four crystals if we take that out that is going to be super appealing we have to take out two enemies to do that i'm not sure i'm going to be able to do that during the day so we have one more movement left i think i'm going to forfeit that i'm instead i think i'm going to try and take on this rampaging orc these are orc trackers so they have assassination what that means is i can't assign any of their attack to one of our units heck i don't have any though so i'm not worried about that i don't have enough range attack to be able to take them with their swiftness value of six if i attack during the range phase i'd have to get to a six if i fully block this attack then i only need to do three damage so that's what i'm gonna do i'm gonna play determination here i have a block five on the bottom so i'm gonna use one of those of blue crystals that will fully block the attack of five so that's done now all we need is three attacks to take them out well i have an attack of two with this rage and i think as much as i don't love this i'm gonna play swiftness sideways for an attack of three that will mean we took out this rampaging orc will gain three fame and one more reputation three fame one two three will mean we get to level up and another reputation puts us at plus one which i like so we're going to end our turn that means we get to level up before we draw so that means we'll grab a new skill ability and then we get to draw one of these advanced action cards this is the ritual of pain it says once around except in combat you can throw away up to two wounds from your hand then put this skill token in the center any player may return it to you face down to play a wound card sideways as if it's a non-wound card and get plus three instead of plus one wow that's actually really awesome but it's really hard to say no to this one when i need a lot of movement this is dark paths once a turn move one during the day or move two during the night i gotta do this one i gotta do this one because of the movement ah this is such a bummer i would love that so i'm gonna remove that and now we'll have this one available to us next time this is called regenerate once a turn pay a mana of any color to throw away a wound from your hand if you used a green mana to do this or you have the least fame which we always will then also draw a card oh that is cool we'll roll our amana die we use we've got a black it's exhausted and i need to remember i gain one of these advanced action cards this gives me red crystals to my inventory and a fire attack why would i not do that so we'll replenish that with the force of nature this card then will go to the top of our deck unfortunately this time i only have one card in hand so i only get to draw up to five one two three four and five vulcare will go next we'll draw his top card he has a threaten what that means it's red so first of all we'll reroll one of the red mana dice in the source and then second of all if any of the mages were adjacent to him he would immediately attack them you could then take your turn ahead of time to try and deal with that or you could simply take some wounds and retreat so fortunately we're not next to him he's not going to attack us we just need to roll up that die we'll roll up our die and we get a gold let's start this turn by using our move two we also get a plus one here for a total movement of three that monastery looks juicy so let's move in to the monastery and then we will do some recruiting the only unit that we can recruit at the monastery are those northern monks i kind of want them so we are going to use our concentration that gives us plus two to whatever other card we want to play uh we're doing this influence five so it's actually an influence of seven plus we have plus one to our reputation that's eight so that's going to allow us to recruit these monks which normally cost seven we can use them for an attack or block of three or if we use a blue uh mana or blue uh crystal ice attack or ice block of four which is cool we are though unfortunately going to have to push our reputation down by one we'll roll that die and we have another red that'll mean we're at the zero mark on reputation it's back to vulcare he will draw he gets the wound that means well actually there's no unit there we recruited the unit so he's not going to do anything he's just going to rest of course as i say that i forgot to draw my hand up i only have what one two three four so i only have four cards in hand i'm not entirely sure how i feel about this but i think i've got to do it i've got to get ready for vocare i think we're going to try and burn down that monastery doing that will mean we reduce our reputation by three so now we're at a minus one oh boy and then we have to fight a purple mage enemy and here's the thing our units will not help us with this so i've got those northern monks i'm not even using them but i do have a potential of getting a range attack of six which is why i felt like maybe i could do it okay so we have one of these northern monks actually they're actually ice mages and this is gonna be a fun i do think i can take them out though so during the ranged attack i don't think i can get enough i have a way to get six but it's only if i can use two dice from the source and i can't didn't realize that but with his attack of five his ice attack of five that means we'll take a wound then we'll reduce that attack by two so that means it's down to a three so then we're going to take another wound we'll reduce that attack by three again or by two again so it's down to one we'll take our third wound that means we have now dealt with his attack now all we need to do is destroy him he is ice resistant but he's not fire or regular attack resistant so we can use our range fire attack of three that'll be for three then we'll play this sideways for four we'll play this sideways for five and we'll play this sideways for six uh we'll have three wounds left in our hand uh but with that six that means we'll gain five fame and since we took out uh one of the monasteries we gain an artifact the two options that we have are the endless gem pouch i love this one roll them on a die two times gain a crystal to your inventory for each color rolled this way or we have the amulet of darkness gain a mana token of any color if played during the day deserts have their move cost reduced to three and you can use black mana as if it were night whoa that's actually really cool uh and remember there's the regular effect or the one time effect that then you discard the card from play i think the endless pouch though oh man which one do i do i think i'm gonna choose the endless pouch we'll also roll that die and we've got another gold we did gain a five reputation for that so we'll move to ten that means we'll level up and this becomes another unit that we can potentially recruit and have so we can have up to two units also our armor level is three now instead of two we only have three wounds in hand and one card in our deck so this is our hand oh that's what we get for attacking and taking out a monastery but it might be worth it okay he has a blue that means he's gonna re-roll this manna dine but i'm not even gonna worry about it because we're gonna claim end of round as much as i want these crystals i don't want to waste turns so i'm going to claim end of round and this is going to be his last turn and then we'll start the first knight phase that'll mean he'll simply move one space here with us claiming end of round we will flip this to the night side of the board we will re-roll these nano dice and we can't have all three of these so we'll roll them up oh my gosh lots of blue and red we'll take this bottom action card and the bottom spell card and put them at the bottom of their decks we will also replenish the unit offer and this will be gone as well because we destroyed that monastery we've replenished our offer don't forget that these utman swordsmen may run away because of vulcare we've shuffled up our deck let's draw our five cards one two three four five let's see what we get we have the endless pouch a wound swiftness rage and stamina and now we get to choose one of these tactics and i always know the one that i love especially with having the mana the source having three blues mana search is super helpful that will allow us to re-roll them and potentially get some better ones and volker will be it too seriously that means he's going to go first volcare will draw the top card of his deck and he gets the blue spell card that means he's going to activate two times going in that general direction towards the blue space he's also still going to roll up one of the blue dice it's actually nice there's lots of blue dice in the source he'll give that dye a roll and we have a gold which is exhausted at night two blue steps means he's going to move one two he's already almost at the end of the second tile boy he goes fast first thing i'm going to do is the endless pouch and i'm going to roll to mana dice and i get to gain a crystal to our inventory for each one that i roll so i'll roll a blue and the gold means i get to choose which type and i'm going to choose red i think so i'll have a blue one and a red crystal that means i'll have two blues and one red in my inventory there are some thugs sitting in a keep that i would like to take out so in order to do that i'm going to use my stamina of 2 and our movement of 2 because it's night so we have a total movement of 4. this will mean of course we are assaulting another location and that's going to push down our reputation again the only good thing is no one likes these thugs so if we take them out we'll push our reputation back up we'll move to the next minus one on our reputation these thunks attack for three and they're considered brutal so what that means is if i don't block their attack we're going to double their value of 6. that would mean we're going to take two wounds i don't really want to do that so i'm going to use our northern monks simply for the block 3. so that blocks the attack the brutal only comes into play if we don't block the attack now all we need to do is five damage to them before we choose a die from the source i am going to use our mana search once per turn before using a mana from the source you may re-roll up to two of them but if it's during the night you have to use any of the exhausted ones we're definitely gonna do that okay i'm gonna use a red one for sure with using a red here for an attack four we then can play our swiftness sideways for an attack of five that'll be enough to take them out we'll gain two fame and push up our reputation by one and just because we're here we'll roll that in all we roll are reds and blues two fame will not be enough to level up but we only need three more to be able to level up and we're back to the upper level of the minus one for our reputation the other nice thing of controlling a keep if we are at our keep or adjacent to it our hand size is one higher than what it normally is so our hand size is five that means i get to draw five more cards because i do still have this wound in my hand we'll draw up to our hand sides of six we have tranquility we have determination we have threaten we have concentration and we have influence one two three four five six beautiful going back to vulcare we will flip over okay he has a wound that just means we'll roll to see if he tries to take or scare away our utman swordsman of course that die went rolling off the table let's try that again it's a white it needed to be a green so we're good before vulcare tries to scare away our utman swordsman i am going to use threaten and promise so we're going to threaten the huetman swordsman and promise them life will be better with us so that's a total of seven but remember we're at a minus one for a reputation so we're down to a six and that's just what we need to be able to recruit this we now have two units one is exhausted that will of course push our reputation down to a minus one again before i end my turn because i am looking to do something kind of fun next turn if i can i am going to use my tranquility simply to heal this wound out of my hand uh that way i can draw because i have two cards left i'll draw four cards we'll roll up our die and we have a white with our two cards in hand one two three four we'll draw four more four plus the two oh we got another wound we've got some fire bolts okay this looks cool back to volcare's turn we'll draw his next card he would try and attack anyone that's adjacent to him no one is and he's going to re-roll one of the red meta dice there is only one red mana die here so we'll roll it up and we get a red you just have to know this is tempting me to no end so what i'm thinking of doing it only costs us three move to move in here i'm going to move in here and explore this tile so we can see what's coming and then hopefully next turn we can at least try our first go on these two enemies before doing that i do think i'm going to grab these two mana dice and give them a re-roll with our ability we have one black and a red we have a total move of four plus two that should give us enough to move to the hills and explore what's great about this is we'll still be adjacent to our keep so our hand size will still be six and we'll explore this location we have an elemental priestess right here and we have a mage tower and this is in the deserts so if i'm going to go over there i want to go over there at night which would be now because otherwise it costs us five movement to move through this area we have another uh village here and some more mountains we're gonna end our turn there rolling up this mana die and we already have five cards in hand so we just get to draw a single card we have swiftness vulcare's next action he'll just have the wound that means we're actually we don't even have to roll because we recruited the only unit that would be scared of him so that's gonna end his turn i feel like arithia is ready with six cards in hand next to her keep this should hopefully level her up let's go into this ancient ruins and take on a random brown enemy and a random mage what we have here is a werewolf and some savage monks the werewolf if we don't block hits us for 10 and the savage monk has poisonous attacks so if we take wounds we for everyone we take into our hand we will also put it into our discard pile uh yeah so this this could be interesting during the range attack step i'm going to play monopole you can use one additional monodye from the source this turn if that dye is black it can produce any type of mana so i'm going to use the black dye for that and i'm going to turn it into a green one that's going to allow us to play concentration powering up one of our attacks i'm gonna have it power up our swiftness so our swiftness which is normally at attack of three is actually an attack of five that's during the range step we can attack during range that werewolf is gone we'll then move to the blocking step and i will use one of my blue crystals here to block for five that attack for five blocked for five no damage now we can go to the regular attack step we only need to be able to do five damage let's use those swordsmen for an attack of three and then we'll use our firebolt powering up here for a range attack fire of six five is all we needed we just took all of those out both of them that's going to gain us first of all one spell card and four crystals so one of each type and a total of eight experience eight plus twelve is twenty that will also mean we get to level up but let's first grab our spell card there are three great options here but i think because movement's going to be so important we're going to grab space bending we'll place that on top of our deck so that will help us move around and we'll replenish that with mist storm we also just banked all four of these crystals and we still have a red and a blue one from before remember the max amount of crystals you can have is three of each type but we are sitting pretty we now get to choose a skill that we can gain if we gain one of our two skills that i just flipped over we can choose any card in the offer and the advanced action offer to put into our deck if we decide to choose this skill we have to choose the bottom one this one here is power of pain 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 at the end of your turn though you put it in your discard pile so you don't get rid of it we have burning power here it just gives you siege attack one or fire siege attack one i think i've gotta go with this one arithia loves wounds so i just feel like that's too good and then the new bear four one we can choose from is this one this is called shapeshift once a turn one basic action that gives a fixed amount of move attack or block instead gives you the same amount in one of the other two elemental types well that's kind of cool we used two dice from the source let's roll them up this one's exhausted this is what we have left our hand size is still five but we're still adjacent to our keep one two three four five one two three four five and one more six oh yeah another wound but you know what those wounds aren't as terrible because now i can use them as plus two once per turn vulcare will draw a card for his turn he has a wound we've already recruited the unit that was potentially scared of him so that's the end of his turn gosh i love how fast his turn is i'm going to start my turn by re-rolling these two dice due to my mana search let's i get two whites what i think i'm going to do is space rending this turn you may move to spaces and explore new tiles that are two spaces away from you as if they were adjacent ignore any spaces you leap over this way your movement does not provoke rampaging enemies this turn that means we can use our movement of two here plus our movement of two here to go ahead and assault the uh wizards tower and jump over that rampaging enemy all we need is three movement to move into the deserts during the night phase so we'll jump right into here and we're going to assault that enemy well that's really kind of cool let's see if i can pick it out of here it is oh we've got some fire mages it turns out nobody here likes arithia don't worry they'll like her when she takes out vulcare hopefully well i might have over exerted myself on this one then maybe i shouldn't have done this but he's having a fire attack of six i definitely don't have enough block i have armor of three that means i'll take one wound and then reduce the attack by three and then take another wound and you know what that means i have a total of yes four wounds in my hand but now all i need to do is five points of damage to take him out i can do that with my battle versatility powering it up it'll give me an attack of four i don't want to use the fire attack because he's resistant to fire so i'm just going to use the attack of four here play one of these sideways for plus two so that's a total of six that means he's gone we'll gain five fame and we gain a spell card five fame will move us from 20 to 25. that also means now we can have another unit because we leveled up and our hand size is six i'm loving all these spells that let us move so let's grab mist form and we'll place this here so we now have underground travel we'll roll in that mana die and we have a red our hand size is six we're no longer adjacent to our keep so no plus one to that but we already have four cards we'll just draw two more we know what one of them is and we've got a move vulcare will go next he draws his red spell card that means he's gonna look within range two if any mages are within range two he'd attack us we're still not within range two so we're okay there he is going to reroll this red mana die and we get in the source another black great arithia has a couple options here what we could do is move over to this town and do some healing because yes i have three wounds in hand plus at least one in the discard pass that's four in our deck but if we can reveal this quartile we could get some elite units onto the table and we could potentially recruit them also that could be a city and although the cities are not the requirement in this game they are a great way to level up and a great way to get some better units so as much as i'd like to get rid of some of these wounds heck we can play yoon's wounds sideways for two at least i think i'm gonna go and explore first thing we're gonna try and do is our mana search give us a blue no it gives us a black and exhausted one that was great we're going to start with our mist form the move cost of all terrains including lakes is two you cannot enter hills and mountains for the rest of this turn you are seeing though that i have to use one of my blue crystals to do this that's why i was hoping for some blue in the source this will mean it'll only cost us two movement to move here and then we can use the other two movement to flip over this tile unfortunately it wasn't a city tile but that's okay we've got lots that we can look at here we do have another ancient ruins we have a draconian i think this is a high dragon this guy's insane a brutal six cold fire attack that means any type of block unless it's a cold fire block is inefficient against that we do have another mage tower though and we have a green crystal mine now this wizard tower is in the swamps that means it cost five movement to move in there but with my mist form it would only cost us two but we're taking a huge risk because i have no idea what that could be and it could knock us out of course it's at the end of the end of the round i have one card in my deck but both of my units are used up do i do it you don't win this game without taking some risks so i'm going to use my wound sideways as to movement that allows me to move into the swamps i just couldn't move into the mountains or the hills for this turn so that's fine i can move in there that means i'm going to assault whatever this is it is oh more savage monks actually apparently i don't care about my reputation i'm at a minus three you know what though i think this might work we are going to take a ton of wounds he's going to or she's going to attack us for five i have armor of three so that means i take two wounds to my hand right so one and then we reduce it by three it has two left so we're gonna take another one put it into our hand our total wounds in our hand is only four so we're not knocked out our hand size is six however it's poisonous uh so that means we have to take two more wounds to our discard pile yeah ouch we will be able to then play improvisation then during the attack phase use our red crystal here play or discard this march card so that we can get an attack of five that attack of five will take it out we'll gain another spell and uh for more fame we'll move up to 29 fame we're going to gain a tremor and put that on top of our deck sliding these down we'll draw a new spell card and we have whirlwind we have four cards in hand let's draw the remaining two cards we have crystallize and of course tremor vulcare will then draw his card he has a green so he's going to move two times towards the green direction there's no green dice in the source so we won't reroll anything green means he's going to move to this way because it was a spell so i'll have him move here we'll look at that ancient shrine later and with my deck empty i'm going to claim end of round it's not worth trying to do something else for very minimal benefit and giving him a whole another turn so we're just going to move to the day phase roll up our dice that should work we really need to work on our reputation minus three the good thing is is that draconian is next to us if we can take that out that can pump it up by two it'll only be a minus one then so i'm going to discard both of these replenish them and put out new units which include elite units we've refreshed the board we have emmatep freezers here and sorcerers all these sorcerers look awesome uh but if i wanted to recruit them because remember i am at a wizards tower i'm at a minus three so i would need 12 influence to convince them to come with me well we've certainly depleted a lot of our crystals but we still have some left one two three four five six we've got six cards here that we can draw let's see we have tremor which we just got manipule firebolt two wounds and tranquility we get to choose one of our day tactics i think i'm going to choose rethink and then vulcare is going to choose don't be mean don't choose the one don't choose one he chooses five so that means we'll go first when you take this tactic discard up to three cards including wounds from your hand then draw that many cards shuffle the discarded cards back into your d deck so i don't get rid of them completely but i like the idea of getting rid of the two wounds and the tranquility i'm going to draw three new cards i've got a wound i should have known i have swiftness and i have battle versatility and then these three will get shuffled into my deck to start off our turn we're going to start with mana pull and we're going to power it up take two mana dice from the source and set them to any color except gold gain a mana token for each of these colors do not re-roll these dice when you return them to the source i decided to grab the black mana dye and change it into a red and our green we're leaving as is now i have these cool new tokens that i just got i'll put a link in the description below but they give you uh data or mana tokens which is so nice so you remember their tokens not crystals they only last for the turn with our green mana token we're gonna play it tremor target enemy gets minus three armor so this is now a six armor instead of nine because we're going to try and take out this dracona the reason being no one loves arithia and i'd love that plus two reputation plus who can complain about nine fame so now we only need six to take out this high dragon and i think we have just the thing we're going to use a battle versatility during the arranged attack step because they're not fortified we have here ranged attack three it's not a fire it's just ranged attack three and then we will play a swiftness using this that will give us range attack three that's a total range attack of six which is what we need we took out that high dragon without taking any wounds which is awesome that'll pump up our reputation by two we're now only down to minus one and nine plus nine we have 29 that would be at 38 that means we're going to level up we'll roll that mana die in we've got a blue we have our two abilities here we can choose from we also have these two we just flipped over this one is dark negotiation once a turn influenced two during the day or influence three during the night this one is just motivation it's so hard to say no to that once around on any player's turn you can flip this to draw two cards we always are considered to have the least amount of fame as a solo player so we also gain a red mana token i i gotta do that one i've just got to do that one the the two card draw can be super helpful the new one that we could choose from bearvore is called beguile once a turn influence 3 influence 21 at a fortified site or influence 4 when at a magical glade cool the card we're going to grab is intimidate that was the whole reason why i couldn't grab any of the other skill types i had to grab one of mine because i wanted this top card and we have ice bolt now to replace it our hand size is still only six we have two cards in hand one two oh boy three oh nice four oh my gosh lots of intimidating and threatening i love arithia vulcare will go on next he has a white card there's no white dice in the source so no re-rolling he's just gonna move that actually means he's going to move right next to us so now we can reveal all of his enemies that are uh in his army here we have vulcare's enemy yes there are two of these enemies two three four five green two red one gray and one white and he's next to me he could potentially attack me the next turn the first thing i'm going to do on my turn is gain some crystals okay we're going to gain a red and let's gain another red two red i've decided to be a little bit risky and we're gonna stay here for one turn we're going to use intimidate gain influence eight then we're going to play this one for influence two don't forget my reputation is going to go down by 2 because of this so that's a total influence of 10 and then we're going to play this sideways for influence of 12. we'll use three of those 12 influences to get the herbalist i was looking at those sorcerers but this could let us do some healing and gain some green mana tokens so i'm gonna grab that we still have nine influence left i am at a minus one so it's actually only eight and i do think i'm gonna obtain because for seven influence you can obtain a spell from the offer but you have to also spend one of the mana type so i'm gonna have to spend a green mana i've got a green here in our supply so we're gonna use this and we're gonna put curse on top of our deck we'll replace that curse with charm and now we're gonna push down our our uh reputation by two we'll go from minus one back to minus three where are some more draconian we'll give our mana die a roll and we have a white we have two cards in hand we can draw four more we've got our curse we've got crystallize we've got tranquility and we've got a wound this is where it can get kind of risky we have a wound oh my gosh thank goodness that means we just got to get out of dodge okay he rolls a white he will not take the emmatep freezers he needs the green to start our turn this time let's play kira we will remove two wounds from our hand that means we get to draw two cards you get to draw a card per wound you remove and of course we get another wound but we do get a stamina why don't we use that stamina card to explore the tile that's next to us we'll flip over this countryside tile and we found another keep we found a white crystal mine and another village why don't we go ahead and play this wound sideways for two more movement so we can move here we're no longer next to vulcare and that means we can flip this up and see what it is okay it's an utman swordsman attacks for six with five as its armor value i'll just end my turn for now we have three blue in the source we have three cars in hand we're gonna draw another swiftness we're gonna draw a concentration and we're gonna draw mist form so that's our total of six cards in our hand vulcare will go next he draws another wound let's see if he takes those freezers he needs to roll a green and he rolls a white at this point we know that arithia loves assaulting things so let's go ahead and assault that keep we have a movement of two plus one here which is a total of three that'll mean we'll be at minus five for reputation we'll move ourselves to this keep and let's see if we can take out these swordsmen we have our own swordsmen let's go ahead and use them for the a block step we're going to gain a block six that will block the total attack here that does mean they gain a wound simply because of the ability normally they wouldn't attack of block six this unit becomes wounded now all we need to do is five points of damage we're going to use our herbalist to gain a green mana token when we do that we'll use the mana token here to power up our attack for this card that means it'll be attack plus two range fire attack of five this guy's toast that'll push us up by four one two three four we're now at 42 fame our hand size is normally six but now we control two keeps so we get to increase it by two that means we get to hold eight cards i have these three so we've got four five six seven and eight lots of wounds vulcare is going to keep his march going along and he draws march there's no green in the source so he's just going to move i did almost forget to show you guys we got to flip over the ancient ruin card this one if we take out a gray and a brown enemy we gain an artifact that's cool we'll move him right here you might be asking and i'm thinking to myself maybe it's not a good idea i keep sitting here but i do want to recruit those ammo tab freezers they look awesome so i'm going to play improvisation powered up with one of my red crystals i'm going to discard crystallize to gain 5 influence that's going to negate out on my minus 5 so that means i need a total of 8 more influence well i'm gonna use this promise which is four then i'll use this sideways for six and i will play space bending and tranquility sideways seven and eight that means i now have these units i have to discard a unit i'm going to discard the unit that i just wounded will disband them we'll roll up that mana die we have another blue what a terrible source our hand size will still be eight we have two cards in hand so we have three four five six oh my gosh so many wounds seven and eight but what's nice is i'm getting a bunch of cards in my hand going back to vulcare we'll flip over we just have another wound he cannot steal any units or scare them i should say so we'll just move back to our turn the first thing we're going to do is mist form it move four all of the different terrain types are only down to two including lakes you cannot enter hills or mountains for the rest of this turn with two movement we can reveal this tile and we have found the white city the white city is right next to a keep also next to a draconian this draconian looks terrible eight physically resistant arcane immunity so any of those abilities of cars that affect their attack will not work we have a spawning grounds back there the white castle or city i should say it has one white and two gray enemies when we get adjacent to it we can flip it over and they all get plus one to their armor value this is a wasteland location so normally it costs four to move but because of our misform it only costs two so i think i am going to move in there this is going to put our reputation at x which means we cannot recruit anything until we pump that up but i'm just going to use my move to from our march card here and we're going to march right on in and attack this enemy i don't love being at x for our reputation but it does seem thematically appropriate we should be able to take out this guy no problem he attacks for three he is doubly fortified so i can't even use siege attack against him what we're going to do is use our northern monks we're gonna block for three then we just need to deal seven damage well we've got an attack of two an attack of four an attack of five sideways and this is a plus two for seven this guy is gone three more experience puts us only three away from leveling up we only have one card left in our deck so i'm just going to draw it it's our stamina too i'm not even going to roll our die because i'm going to claim end of round with this in our hand i don't think we're going to be doing anything amazing on our next turn this means vulcare will simply draw his next card it's a wound he's not going to go anywhere and now with us claiming end of round we'll move to the uh night phase 2. we'll refresh everything here we have double catapults here this is great i wish i could actually gain one of these but nobody likes arithia so that's not gonna happen let's refresh this terrible source i need something more than just a blues come on let's give them a roll and we've got two blues a green and a red at least a little bit better normally i have a hand size of six but i control three keeps and i am on or adjacent to one of my keeps so that means i have a hand size of nine so let's draw our cards we have manipul for one we have firebolt for two we have intimidate for three we have endless gem pouch for four cure for five we have crystallized for six we have improvisation for seven we have a wound for eight and our last one is yes another wound for nine with the tactics available to us let's grab a long night so hopefully he does not grab one and then we can go first so he will grab four that means we are first long night says one time this night if your d deck is empty you may shuffle your discard pile and put three cards at random back into your d deck then flip this card face down you know i'm probably not going to use that but just in case since i'm adjacent to the white city we get to see the enemies that are there we have freezers thugs and a guardsmen they all have plus one to their total armor value so eight six and eight that's kind of a lot let's see if we can maybe take them out right here the first thing we always like to do with that endless gem pouch oh nice we're gonna gain a green and a gold and i'm gonna choose white so we're going to gain a green and a white crystal to our inventory then i think i will use motivation that's going to give us one red amana token only for this turn and we get to draw two additional cards because you know nine is not enough and we have concentration and promise after using that skill let's use our skill here to move to and assault that city now our reputation is already at x can't get any worse so we don't have to adjust our reputation ha take that as vulcares off gallivanting over here we are going to assault that city we unfortunately don't have any siege attack so we're gonna have to deal with all three of these enemies attacking us first we'll start with the northern monks using a block three blocking the three from the thugs we're going to use the freezers on themselves so you see this freezer here it has paralyzed and it has swiftness normally if we did not block this attack we'd have to discard all non-moon cards from our hand and we'd have to block for double this value which is six and it's ice damage so all of our regular block would be inefficient not going to deal with that instead we're going to use a blue crystal from our inventory target enemy does not attack this combat we can do that because it does not have ice resistance if it had ice resistance this would have no effect on it also it gets minus three armor so this is normally an eight it's back down to a five this guardsman only attacks for three so we're just simply going to take the wound from him now it's our turn to attack we're going to use improvisation discarding uh cure here so we can get an attack of five remember that was a seven minus three six five four but then plus one because of the white city so that is a five but that is enough to take it out we're then going to use intimidate and we're gonna power it up for an attack of seven all we needed was a six for these thugs so they're gone and now i don't know the ordering of this this doesn't say at the end of our turn so i'm gonna say our reputation immediately gets pushed down by two it can't but then we get to push it up by one because we took them out that's gonna put us at minus five i think that's right let me know if i'm wrong we're then going to use the mana pole and we are going to grab a second mana die from the source this green one so that we can then power up our fire bolt so our fire bolt is a range attack of five but what we need is eight so five a wound sideways is seven and this card sideways is eight that's gonna be enough to take out this guardsman i may have had to use a ton of cards in our hand but i feel like it was worth it we have seven fame here one two three four five six seven so we're at 52 then we have two fame here and then we have another three fame here one two three we are at 57 that also means we'll level up this will mean we can hold another unit our hand size is still six but our armor value now is four we'll roll up our mana dice we have a green and a red we'll put in the source we took out a total of three enemies at the city so we have three shields on the city card and that gives us plus three influence which is great because we're at minus five so we're actually at minus two there i have a whopping three cards left in hand we only get the better for the hand size equal to either the keeps or the city so controlling the city we'd get a hand size of plus two but controlling the keeps we get a hand size of plus three so i'm still going to use the plus three we have three cards in hand four we've got tremor five we've got another wound six we have stamina seven we have healing tranquility eight we have march and number nine would be battle versatility volcare has just been sitting around recently and he's going to continue to do that with a wound so let's see if he is going to try and take that catapult or scare that catapult away no that's a white it's not a green i don't love this for our turn but we are wound heavy right now with three wounds in our hand so let's use tranquility we have green in the source good time to use it and we'll heal two wounds from our hand in a scenario where speed is of the essence i still think that's all i'm going to do this turn it's risky okay we've got a green but if i can get enough recruit i can get one of those catapults and to me it feels like it's worth the risk we have six cards in hand we'll draw three more we have swiftness we have space bending oh man and our next one we have threatened okay this might actually work vulcare will draw his next card he has a green that means he's going to re-roll this green mana die bummer i kind of like that green mana die and he gets a blue instead he's going to continue to track this way which is good for us the more that i think about it the more that i've decided we definitely should not have any reputation it should be at an x because the way that threaten works which is the regular influence card it just says reputation minus one you do it at the end of your turn so that means although the thug pushed us up i would say we should have pushed down by two and so that will put us at the x that means we can't recruit catapults which is a bummer but it is what it is we'll just continue on we've got to move to here a move to here because it's knight and another move to here so we can explore we needed a total of six movement to move into the spawning grounds for four and then we're going to reveal this tile for the last two movement and we found the green city right here so the green city is a gray a brown and a white enemy and all enemies with physical attacks also gain poison yay so we'll be able to look at that later if we want we've got a couple rampaging enemies which is great because that can power up our terrible reputation we aren't as spawning grounds we could as our action go in there and then potentially fight two of brown enemies if we defeat them we mark the space as conquered we gain an artifact and three random mana crystals that sounds kind of appealing the other thing we could do is attack that rampaging enemy but i think i'm gonna do the spawning grounds we have for ourselves a manticore over here and a pain wraith and this pain wraith if we don't block it paralyzed that means we discard all of our non-moon cards i don't want that this is going to be fun we're going to start by using our herbalist here and we are going to ready a level 1 or level 2 unit we're gonna ready our northern monks we'll then use our monks with this blue amanda dye to gain an ice block four and block the attack of four that means this guy only needs four damage to be destroyed the manticore here is no good he is a swift attack so that means if we wanted a block we needed a block for eight so we're just gonna take the one wound from him however he is poisonous that means we're gonna have to place one wound in our discard pile as well we then need to be able to deal four damage to this guy well we have our battle versatility attack of four that will take him out paying wraith gone and the manticore we need six attack well we've got this sideways for two uh this sideways for three four five and six yeah that should work that means we have what tremor and one wound in our hand left but that means this guy's toast we have three of fame for the pain wraith and we get to grab one of those faction tokens which we'll do in a second and we have five from the manticore so five six seven eight one two three four five six seven eight we are going to level up we were able to gain the amulet of reawakening pick a card randomly from your discard pile and put it at the bottom of your d deck your hand limit is one higher the next time you draw cards let's see what three crystals we get we get two green and i believe that's a wild that is definitely a wild and we're gonna pick a blue so there's our three crystals that means we have three total green one white and one blue and then we get to decide which one of these two artifacts we want the horn of wrath siege attack five rola mana die if you roll a black or red you get wounded uh that's actually not terrible and that sounds like a great card influence four fame plus two yeah no horn of wrath please we also have our skills for leveling up this one is called the dark fire magic it gives us a red crystal and a red mana token this one is just called hot swordsmanship once a turn attack 2 or fire attack 2 i love getting crystals so we're definitely going to pick this one that does mean we get a new one of these and that is forked lightning once a turn range cold fire attack won against three enemies without a doubt we're gonna grab that ice bolt that looks awesome we'll replenish with chivalry we'll then roll up our mana die and we have a white we're still adjacent to our keep so you know what that means we get to draw a total of nine uh three four five six seven eight and nine vulcare will then draw a wound so that just means he's gonna try and scare away the catapults and it's not green it's blue we all know how terrible our reputation is i'm to try and fix that so i'm going to move into the swaps it costs a total of five movement to move in there i've got to move to a move four because it's night time and i'm going to play this sideways for a movement of five this will mean we're no longer adjacent to our keeps so it's a little bit risky but i'm going to move here that of course means this rampaging orc is going to attack us however we're also going to add this rampaging orc into the attack because we can do that because it's adjacent to us we have some wolf riders and orc orbeez unfortunately for them they don't know what they're getting themselves into the first thing we're going to do is use that ability to gain one red crystal and one black mana token for this turn we're then going to use a green crystal and that black mana token to use the earthquake ability we're going to use the bottom it says all enemies get armor minus two armor minus four if they're fortified no so i'm gonna have each of them reduced by two that means during the range and siege step we'll use our swiftness powered up with our white mana die that's an attack of range three this is only a two this guy's gone we're going to use our horn of wrath here a siege attack five that will take care of this orc but we have to roll a mana die and we rolled a gold if it was black or red we get a wound so we don't have to worry about the wound that will give us a total of six fame so we'll move from 65 to 71 but the big thing is we increase our reputation twice over yay they actually kind of like us now we also are adjacent to the green city and these are the three enemies that are there we have our oatsman soldier we have i think this is uh the medusa and then an ice catapult it is cumbersome though but it does attack with an ice 9 attack and it will be doubly fortified we only have one card left in our deck it's a determination this is our hand i'm probably gonna claim end of round we're back to vulcare he's going to draw a wound that means we'll roll to see it if he scares away that catapult and he gets a black so no scaring of the catapult we'll claim end of round let's refresh our units and our offers we've refreshed everything i'm loving the look of these ultimate mages there are some more catapults as well lots of good options let's move to that day phase we'll roll up our dice that should work two whites a yellow and a blue we've refreshed our units and our skills let's draw six cards we've got concentration right at the get-go then we have a march and then we have a wound and then we have ice bolt and then we have firebolt wow one two three four five only one more gosh a hand of six is terrible manipule and i think without a doubt we are going to start with a great start so that's going to allow us to draw two more cards we're going to shuffle these up come on be number six be it number six note number three that will mean that uh vocare will go first we do though get to draw two more cards and we have the horn of wrath heck yeah and we have improvisation vulcare will draw the top card of his deck gosh it's another wound i i swear i shuffled there seems to be a lot of them there okay it's a gold it's not green so he will not steal the new set of catapults well i don't love it but i do think i'm going to use my motivation skill that will give me one red mana token i can use for this turn and i can draw two cards so i will draw determination don't be a wound and another march we only need two movement to assault that city so let's go ahead and march ourselves into there that only puts us to a minus five for reputation when i said they didn't hate us anymore it was more just they didn't absolutely hate us they still mostly do let's see if we can take out our second city the first thing we're going to do is take care of this medusa it attacks for six and it's paralyzing if we don't block it so why don't we just use our horn of wrath it only has four for its armor the siege attack five will take care of it and of course we rolled it black so you know what that means we get our favorite thing wounds a wound into our hand we're then going to use our mana pole and we're going to grab two dice putting them to whatever sides we want and we'll gain those as mana tokens so we're going to gain a green and we're going to gain a blue and those two will not get rolled they'll be placed back into the source this means now we can use our ammo tab freezers target enemy does not attack this combat we're going to choose these ice catapults they're not going to attack and their armor gets -3 so they're only a three for this round we'll then use our determination here to do a block 5 against this utman soldier and we're going to play this march sideways for block 6. so that's going to block the attack of 6. with all of our blocks taken care of let's use our concentration get a ranged ice attack of five that's going to take out these utman soldiers and then we can use our firebolt for a range fire attack of three remember this was reduced by three thanks to our immotep freezers so for a range fire attack of three we'll take this enemy out wow that was cool that means we gained seven fame so we go from 71 to 78 from this one for fame one two three of four and then what is that a five so we're at 82 we'll go to 87. that means we'll level up we can now have two more units and our hand size is going to be seven we'll roll our die back in we've got a red we have a total of three cards in hand our hand size is seven but we are now at a city that we control so we get to add two to that so we're gonna draw a total of nine cards we already have three four five six oh my gosh seven eight nine oh boy look at all those wounds vulcare will be next to go and he gets a green so he's going to re-roll this green dye in the mana or in the source and he gets a gold i'll take that he must have really been enjoying the sights he will move one space here after that combat i do think we deserve a round of rest so we're gonna use our herbalist here we're gonna have a heal of two that's gonna remove two wounds from our hand we're then going to power up tranquility and heal two more you know what's crazy about that we still have one wound left in our hand that should just tell you how many wounds we had taken and then we're going to use this ability randomly grabbing one card from our discard pile and pointing it at the bottom of our d deck and then our hand size will be one higher for our next turn which is a total of 10. here's our discard pile we'll shuffle it up and we'll put this one we have our firebolt that will go at the bottom of our deck we'll then roll in our mana die we have a green we have four cards in hand we'll add six to that to make it a total of ten so we have battle versatility we have a swiftness we have a wound we have endless gem pouch we have cure and we have stamina vulcare will draw next he gets a red card that would mean he tried to attack but he can't no one's adjacent and he will re-roll this red mana die in the source let's see what he gets he gets red we still have two wounds in hand let's use cure we're going to heal two to get rid of both of those and that's going to allow us to draw two cards so we have intimidate and we have mist form we're then going to do our gem pouch and we'll gain a red uh crystal and a white crystal just because it's been a bit i wanted to show you what we have in our inventory i do think i am going to use this to gain a third red crystal and a red mana token for this turn yeah i'm thinking of using that intimidate so i will definitely use that red mana token this turn currently we have minus five for our reputation but we have three shields on this green city so that's a net negative 2. so what i'm going to do is intimidate that's going to give us an 8 which is actually a positive 6 then so we have a positive 6 and then we'll use this discarding stamina that will give us seven eight nine and then we'll play at battle versatility for ten swiftness for eleven and swiftness for twelve that's gonna give us what we need to be able to recruit those ultra mages that's great and all except for now we can't recruit anything again because we intimidated gosh we are just not good with people we'll roll our die in we've got a red we have two cards remaining in our hand we have a total hand size of nine three four five six seven eight and that's all she wrote actually vulcare will flip his next card he has another wound so we'll roll to c it's black so he does not try and scare away the catapults it seems to me it's time to start racing back to vulcare and try and take him out hopefully so we're gonna use our mist form that gives us a move of four all cost of all terrain now is only two uh but we cannot enter hills or mountains for the rest of this turn now of course i say that one two three or four we can get ourselves here because that cost us two movement and that cost us two movement we could maybe do that ancient shrine and gain an artifact should we do that i mean we've got a pretty decent hand we also have two units that we haven't used yet so why the heck not let's go ahead and delve in there for our action and see if we can take out what do we need what do we need we need a grey enemy and a brown enemy we've got ourselves a gargoyle and some crossbowmen should be pretty easy for us we'll start with our altum mages we're going to use them and gain two mana tokens so we're gonna have a green one and a red one we're then gonna use some tremoring target enemies get armor minus three or all enemies get armor minus two so i'm gonna do all enemies get armor minus two that means with our ranged fire attack of three this gargoyle only has an armor value of two and yeah he's physically resistant but he's not fire resistant so he's toast we're not gonna block the crossbowman because we would need a total of eight block because he's swift however when he attacks us he only attacks us with a four and our armor value is four so that means we'll just take one wound and then don't forget his armor values reduced by two so let's just use our rage for an attack to he's gone too bad this doesn't help our reputation it's just four plus three which is seven one two three four five six seven we're at 94. thanks to those two enemies will now gain an artifact so either have the book of wisdom throw away an action card from your hand gain an advance action card from the advanced action offered to your hand that is the same color as the action you threw away whoa that's kind of cool or we have the banner of fear assign this to a unit you control during the block phase of combat you may spend this unit to cancel one enemy attack if you do fame plus one oh actually you know what read the bottom of this up to three enemies do not attack this combat going against vulcare yeah that's going to be hard to say no to let's put that on top of our deck and we'll put the book of wisdom at the bottom we have a total of five cards in hand we're not next to any of our keeps or any of these cities that we control so we're just going to draw the banner of fear and i need to roll up that mana die we have a red vulcare will go next he has yet another wound i mean there's only 20 in there let's see it's not green so those catapults resist generally i don't like to do this against vocare but here i am a second time going to do one more turn instead of claiming end of round i'm going to use crystallize when you play this also pay one mana of a basic color we have a green gain a crystal of that color to your inventory so that'll be our second green we're then going to use this wound and our plus one here for a total of three movement with the three movement we're going to move adjacent to our keeps to the start of our next turn and we're going to gain one green crystal at the end of our turn yes that will mean we have three green three red and two white where's our blue i have no cards left to draw and i am going to claim end of round after this so we're just going to draw for volcare he has a white he's going to move one space he's going to move right here he's only one space away from one of my keeps so if i can get myself back there i could have an awesome hand and hopefully do some damage to him and maybe take him out we'll see with us claiming end of round let's refresh our cards we're all set to go over here for the next round this will be night of daya three okay that looks pretty good the whole reason i wanted to end where i am is because i am adjacent to my keeps i control three keeps so my hand size is ten one two three four five six seven eight nine ten that is kind of insane so we've got influence crystallize firebolt swiftness march intimidate mist form concentration manipulate versatility we have four tactics we can choose from i think i might grab preparation because i can grab any card out of my deck and then i'm going to shuffle these up he is going to choose one so you know that means he's going first i'm really hoping i can take volker on this round though so i'm grabbing the banner of fear to make sure i can have three of his enemies not attack we'll draw the top card of his deck he has a wound so let's roll and see is it green no it's red the sorcerers are safe our task is clear we need to catch up to vulcare why don't we do that with mist form we're going to have a move 4. the move costs of all terrain including lakes is 2 you cannot enter hills and mountains for the rest of this turn we'll have a total move of four five six because it's knight seven eight these spells are so incredibly awesome two four six eight we're going to end our movement right here we're next to this rampaging enemy why don't we try and take that out that is an elemental priestess it's resistant to both uh ice and fire attacks but we're not gonna do that we're just gonna use concentration with a range attack of three adding plus two which is five that's a regular attack she's done she is going to give us three total fame we're gonna push up our influence to minus five uh and we're gonna gain one of these and that is going to give us one of our action cards can either have turn into a fire attack or a fire block we'll move from 94 1 to 3 to 97 and we're up to -5 crazy enough we're at a hand size of seven in total in our hand and we're not adjacent to one of our cities or our keeps so i don't even get to draw i've rolled the mana die in we've got two greens a red and a black vulcare will now go next he has a wound that just means he's going to try and take those sorcerers we'll roll this up it's red no it needs to be green so we're good we're at the wizards tower i could get the sorcerers or the ice columns if i had enough influence of course i'm at minus five so let's use intimidate that will give us eight minus five means we only have three influence there three plus four is seven and then we'll play this card sideways for eight that will give us enough so we can recruit these ice golems of course with doing that we'll push our reputation back down to the x we'll roll this up we get another red we still have four cards in hand so we'll just draw three we have space bending we have the horn of wrath and we have ice bolt vulcare will then flip his next card oh no he has his white uh spell card that means he's going to move two spaces there's no white in the source so we won't reroll any dice with two movement though he's going to move right here he is now only three spaces away from the portal remember he has to get to the portal and then do an action there but yeah we're starting to really run out of time well i certainly don't love this but i'm not sure what else i'm going to do so i am going to use our ice bolt not for the range ice attack which would have been me amazing we're going to use it to gain a blue crystal to power this up so that now we can move up to two spaces away we have a movement of two here and then i'm gonna have to spend my mana pull sideways for a total movement of three with a movement of three we can jump from here all the way to these hills no problem and then we're going to be adjacent to our keep so that means our hand size will be 10 instead of only 7 and we're next to vulcare we have four cards in hand let's add them up five six seven eight nine and last one ten now all we have to hope for is a wound and he gets a red card which actually will work he's going to assault us that's okay we can choose to take our turn early and defend ourselves and attack him hey that means we don't need to move into the forest to attack him it does mean we need to reroll this red mana die and we have a blue without a doubt we are going to use our motivation so we can draw two more cards we have a march that's going to be useless and we have cure which is mostly useless and we'll gain a red mana token that we can use this turn we also are going to play our endless gem pouch and we're going to use the stronger effect gain a mana token of each basic color also get one gold if played during the day but we're playing this at night so we gain one black finally because we're taking on vulcare we also have to see what he's going to do he has a fire brutal attack that's assassination so we cannot assign this damage to someone else and don't forget we cannot prevent him from attacking okay let me sit back for the next 30 minutes and figure out how we're going to do this let's see if i can do all of this right we're going to start with earthquake because why not target enemy gets -3 armor or all enemies get armor minus two it'd be armor armor minus four or fortify but they're not wow how amazing is this spell against nine enemies amazing all of them have their armor reduced by two we'll then use our horn of wrath siege attack five you may add up to plus five to the siege attack for each plus one you add roll a monodye you get a wound for each black or red that is rolled well i'm going to add five so that means i am going to add a total of five more of these dice uh three of them none of them are red or black we'll do the last one we do have one that's red so we'll gain one wound that's not too shabby with a siege attack of 10 and everyone has their armor reduced by two this is insane so this is only a two instead of a four however it has the ability that'll add plus two to the first enemy that you attack in the round it's gonna add two to their defense so this is a four but then this is only a two so four five six seven eight nine ten all of these enemies are killed by the horn of wrath oh that's amazing we then will use our range attack here of three six and then we can use a range attack of three here for a total of nine we only needed seven but that should still be enough to take out this swamp dragon no problem all three of these units we are going to prevent from attacking we're going to use the bottom part of this card up to three enemies do not attack this combat we'll move into the blocking phase volker will attack for three for fire but we have an ice block of four from our northern monks to stop it we'll then use our ice golems here to block for three on these hags they attack for three so no damage there we'll now move to the attack phase this ice dragon has five for its armor and it is physically resistant so we are going to use our improvisation discarding the march and we're gonna use this which is gonna turn this into a fire attack so a fire attack of five will be enough to take this one out we're then going to use our ultim mages we can gain a cold fire attack or cold fire block of five you can pay a blue or red mana to increase this to seven and that's what we're going to do and we're going to lump these two enemies together the only bad thing about doing that is if they had different resistances types they would all lump that together well they're both physically resistant i'm doing a cold fire attack of seven this is a six and that is a one thanks to that earthquake so both of them are also gone we only need an attack of three to take these heads out no problem we've got an attack of five with our freezers and with that we just defeated volker took out his army of nine units like nobody's business i'm sure i made one or two mistakes but i hope you guys enjoyed that i hope you enjoyed seeing a vulcare racing down to the portal we were able to take him out he was three spaces away yeah being able to find that second city so close to the other one and being able to take both of them out really helped even if the people of the land hated us they hated vulcare more so i still think they're happy hopefully let me know if there's any other scenarios of mage night you'd like to see and as always thanks so much for watching subscribing commenting all that jazz and i'll see you at the next stop
Info
Channel: One Stop Co-op Shop
Views: 10,319
Rating: undefined out of 5
Keywords: board, game, one stop, co-op shop, oscs, mage knight, solo, cooperative, volkare, quest, playthrough, runthrough, how to play, walkthrough
Id: 2CxUFqSmD0U
Channel Id: undefined
Length: 78min 25sec (4705 seconds)
Published: Wed Mar 16 2022
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