Might want to include the FAQ with the link to the rules, especially since the line of site and movement-attack-movement examples in the rulebook are wrong.
Also, cantripper
Darian, you are just all types of helpful. OP updated.
ObiFettUse the ForceAs You WishRegistered Userregular
edited February 2012
I feel like I should clarify one thing that confused all of our players in our first game and is probably even less clear when dealing with text based cards:
Energy is used to buff spells or boost movement.
Boosting Spells
The base energy value of every spell is ONE. As a result, without adding energy, every temporary spell only lasts one turn and every spell that refers to its energy is referring to its base of ONE.
You can buff every temporary spell to last longer and most other spells to have a greater base energy. This is done by discarding another card with an energy value along with playing the spell you want to buff. The spell's base energy is then replaced with the energy value of the card you discarded.
For example, if you had these two cards:
Name Casting Type Targeting Duration Description Energy Value
Shield Counter Self Instant Reduce damage being dealt to you from a single source by this spell's energy plus 2. 2
Pick Lock Neutral Adjacent Instant Unlock target door, it re-locks after you pass through it. This can not be countered. 3
The energy value of 2 and 3 for the Shield and Pick Lock spells respectively are not the spell's base energy. Base energy is always ONE. The energy values are the amount that can be used to buff another spell's energy OR to use for speed boosting.
So Shield, by itself, has a base energy of one which means it only blocks 3 damage on its own. However, if someone did 5 damage to you and you wanted to prevent all five damage, you could discard the Pick Lock spell (which has an energy value of 3) as an energy buff for shield. This would change the energy value of Shield to 3 (the Pick Lock spell's energy value) and shield would now block 5 damage.
Boosting Movement
Once during your Move and Cast Phase (at any point during that phase) you can discard a card with an energy value and you immediately gain a number of movement points equal to the energy value on that spell. This is very important.
TLDR: The energy value on cards is the alternate use of that card. You use the energy value on cards to boost spells or boost movement.
Yeah I have plenty of time so I figured Id doublecheck things while waiting.
To be fair id be the same way at a table. Say the question out loud then look it up myself if the book was in my hand, or wait for the person holding it to answer.
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ObiFettUse the ForceAs You WishRegistered Userregular
the good thing is that its a question I'm sure someone else would ask. So its extremely helpful.
I think GtC wins best opening. That was beautiful (Game 4).
I'd also like to bring up Matev's opening turn from Game 5:
-Drop the 5 energy card to pump my movement up to 8. -Then cast Mad Dash! Which should up my movement to 16 for this turn.
-Proceed to move West 1 square (C6)
-Proceed North 2 Squares (A6)
-Proceed West 1 Square (A5)
-Proceed South 2 Squares (C6)
-Step through the portal to the East (F2)
-Proceed East 2 Squares (F4)
-Draw two cards
Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Obi, it is a pleasure to read all the game threads. You are doing a fantastic job.
Now I just need to get in on the next one (and maybe pick up the game myself...).
It never occurred to me to pick up my own treasures and hide them... the other threads are good reads!
Yeah I didnt even realise you could voluntarily discard effects either.
The way this is set up has been really easy on new players.
Bedlam on
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ObiFettUse the ForceAs You WishRegistered Userregular
What players are going to have to quickly realize, hopefully by reading other threads, is that if everyone just ignores each other on the way to each other treasures then it just becomes a race to see who has the most energy and can move the farthest the most often.
Defensive play is almost necessary. And the best defense is stealing a scored treasure back once a wizard drops it in their home base. Because all it takes is two treasures to win. And I saw someone move 16 spaces in one turn in a game here.
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Darian, you are just all types of helpful. OP updated.
!YouShallNotPass
Cantripper
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So color me excited!
Game will start on the 21st by default. Individual games can start sooner if everyone posts they are ready in the thread.
Make sure to PM me any rules for your counter spells.
Read the OP for your game.
And make sure to read the actual game rules
IOS Game Center ID: Isotope-X
And Bedlam, yes, it will be a five player championship. 3 VPs to win.
Energy is used to buff spells or boost movement.
Boosting Spells
The base energy value of every spell is ONE. As a result, without adding energy, every temporary spell only lasts one turn and every spell that refers to its energy is referring to its base of ONE.
You can buff every temporary spell to last longer and most other spells to have a greater base energy. This is done by discarding another card with an energy value along with playing the spell you want to buff. The spell's base energy is then replaced with the energy value of the card you discarded.
For example, if you had these two cards:
Shield Counter Self Instant Reduce damage being dealt to you from a single source by this spell's energy plus 2. 2
Pick Lock Neutral Adjacent Instant Unlock target door, it re-locks after you pass through it. This can not be countered. 3
The energy value of 2 and 3 for the Shield and Pick Lock spells respectively are not the spell's base energy. Base energy is always ONE. The energy values are the amount that can be used to buff another spell's energy OR to use for speed boosting.
So Shield, by itself, has a base energy of one which means it only blocks 3 damage on its own. However, if someone did 5 damage to you and you wanted to prevent all five damage, you could discard the Pick Lock spell (which has an energy value of 3) as an energy buff for shield. This would change the energy value of Shield to 3 (the Pick Lock spell's energy value) and shield would now block 5 damage.
Boosting Movement
Once during your Move and Cast Phase (at any point during that phase) you can discard a card with an energy value and you immediately gain a number of movement points equal to the energy value on that spell. This is very important.
TLDR: The energy value on cards is the alternate use of that card. You use the energy value on cards to boost spells or boost movement.
Also, I have a better format for sending out hands, you should all have a PM containing a much easier to read starting hand
Edit: must be preset, since thats the same title in both games just rotated differently.
To be fair id be the same way at a table. Say the question out loud then look it up myself if the book was in my hand, or wait for the person holding it to answer.
Its like you are a living FAQ.
Not for long.
-Then cast Mad Dash! Which should up my movement to 16 for this turn.
-Proceed to move West 1 square (C6)
-Proceed North 2 Squares (A6)
-Proceed West 1 Square (A5)
-Proceed South 2 Squares (C6)
-Step through the portal to the East (F2)
-Proceed East 2 Squares (F4)
-Draw two cards
Cards in your hand + maintained spells + held items (not counting treasures)
Now I just need to get in on the next one (and maybe pick up the game myself...).
Its turned out to be more fun to run than I thought it would.
I have and will be doing all the dice rolls. The dice roll notes you see in the actual orders have been put in by me.
The way this is set up has been really easy on new players.
Defensive play is almost necessary. And the best defense is stealing a scored treasure back once a wizard drops it in their home base. Because all it takes is two treasures to win. And I saw someone move 16 spaces in one turn in a game here.
The Black Hole of Cygnus X-1