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[Mage Knight: Lost Legions] Volkare's Comin' for Ya

admanbadmanb unionize your workplaceSeattle, WARegistered User regular
edited March 2015 in Critical Failures
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Intro Guide
Rules
Lost Legion Rules
Official FAQ
Enemy Tokens and Special Abilities
Sites

The Game

We're playing Mage Knight! Mage Knight is a killer adventure/RPG/deckbuilder/sociopath simulator. Our "heroes" will each play a mighty Mage Knight -- part wizard, part warrior, all rampaging murderhobo -- they'll travel the world, "visiting" (pillaging) towns, "recruiting" (forcing into servitude) allies, and "acquiring" (conquering) keeps. They'll also do some noble things like clearing dungeons and killing rampaging orcs and dragons, but mostly by accident. Our heroes our seeking to find and conquer the capital city of the region, but they're not the only ones. Volkare showed up at the same time and the Mage Knights will need to... rescue the city from them? Destroy it before Volkare does? Conquer it just because it's there? Who knows! Either way, they're going to come in conflict with him, and he came better prepared.

Technical notes for players:
  • Volkare's Return at Daring/Fair difficulty, four players.
  • Full Co-op.
  • Houserule: If your first draw in a round has no Move, you may mulligan it until it does.
  • Generous take-backs! Like in real life, if you make a move that doesn't cause any unknown information to be revealed you can freely undo it. Assuming no one else has taken their turn, of course.

Our Heroes:

Tovak!
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Norowas!
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Goldyx!
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Arythea!
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Krang!
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Wolfhawk!
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Give me two character choices (or random if you don't care) and we'll get started!

@Auralynx @Kirindal @ObiFett @jakobagger

admanb on
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Posts

  • ObiFettObiFett Use the Force As You WishRegistered User regular
    Arythea or Krang

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Goldyx or Wolfhawk, I guess? Still seeing a distinct absence of hammers.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Krang's got a scepter kinda thing:
    twXWKw1.jpg

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Goldyx seems like the type to carry a hammer if he needed a weapon at all.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    admanb wrote: »
    Goldyx seems like the type to carry a hammer if he needed a weapon at all.

    Yeah, I'll follow the bg thread's recommendation and be a dragon guy. Or maybe a sword lady. It's cool.

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Norowas or Wolfhawk.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    At this rate everyone is going to end up playing non-expansion characters and then I will have to cut you motherfuckers.

  • ObiFettObiFett Use the Force As You WishRegistered User regular
    Fine

    Krang or Arythea

  • KirindalKirindal Registered User regular
    Wolfhawk or Arythea

    They both look like they have sharp pointy bits.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited March 2015
    So right now we have no conflict so it looks like we have

    ObiFett as Krang
    Kirindal as Wolfhawk
    Auralynx as Goldyx
    jakobagger as Norowas

    If anyone wants to switch you have until Tuesday morning.

    admanb on
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    The Board

    Krang (ObiFett) - 5 hand, 11 deck.
    Wolfhawk (Kirindal) - 5 hand, 11 deck.
    Norowas (jakobagger) - 5 hand, 11 deck.
    Goldyx (Auralynx) - 5 hand, 11 deck.

    Volkare - 38 deck.

    Offer | Fame/Reputation Track

    Actions
    @ObiFett @Kirindal @Auralynx @jakobagger to pick their tactics. Since this is co-op you can pick in any order you want, but, you know, agree amongst yourselves. Volkare will pick after all of the players.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited March 2015
    Copying a rules summary from Stelas' SA PBP of this, because Lost Legion/Volkare/Co-op adds a lot of info.

    Volkare's Return is a cooperative game run in three stages. In the first, the heroes have to build up power as they and Volkare search for the city at the bottom of the tile stack. In the second, Volkare will make for the city as soon as it is encountered, heading for it at a bee-line. In the third, the heroes will have hopefully taken over the city and can use it as a base to fend Volkare's mighty army off.

    General Details
    The map is limited to four columns, with Volkare's camp as one of the starting tiles. In terms of the map, the players have a little more space to explore to the bottom-right.
    Time limit is standard - three days, three nights.
    12 countryside tiles, 2 placed at the start.
    4 core tiles.
    1 city tile, at level 10.
    Volkare's army is at level 20.
    Volkare has a deck of 38 cards - a standard 16 card deck, plus the four competitive spells, plus 18 wounds.
    The first four unit offer slots are Indecisive, marked with a mana crystal. Units in these slots may join Volkare as the game goes on.
    Players always pick Tactics first, then Volkare will choose a random one from those remaining.

    General Co-op Rules
    Players may not end their turn on the same space as another player. They may move into Volkare, but this is considered an attack on a site and their turn will end after the attack.
    Players may move into keeps owned by another player, but they will only earn bonus hand size based on how many keeps they control. They may buy units as normal.
    The city has no limit on the number of players allowed in it.
    If a player attacks the city or Volkare - or if Volkare attacks a player - and there are other players also adjacent to the battle, they may give up their next turn to spend appropriate move points and join in the assault. This is treated as a full turn, including any levelups that occur, but players may only move into the battle. The source is not rerolled until everyone has had their turn in this way.
    If fighting the city, players agree how many tokens they will take on, and they are distributed randomly. (e.g. 'I'll take three, you take two'.)
    If fighting Volkare, players agree how many normal (green/grey) and how many elite (red/white) tokens they'll take on. Same deal, except you don't get to pick exact colours. Note that Volkare also adds his own attack - rolled randomly - to every player's battle.
    All tokens must be accounted for.

    First Phase - Exploration
    Players take their turns in order, revealing tiles and taking actions as normal.
    On Volkare's turn, he takes a card from his deck.
    If it is a wound, he rests for the turn, and rolls one die. If he rolls a colour matching an indecisive Unit Offer, and the unit in that slot has not been bought, it is thrown away and Volkare gains an extra keep token.
    If it is an action of a colour other than red, he moves in that direction as noted on his card. Volkare automatically reveals tiles and ignores all terrain or tokens. If he is up against the edge of the map, he moves as close as he can to the direction chosen. If Volkare moves into a player in this way, they are attacked.
    If it is a spell of a colour other than red, he moves twice in that direction, using the same rules.
    If it is a red action, he attacks a Mage Knight adjacent to him, prioritzing by highest Fame.
    If it is a red spell, he attacks a Mage Knight within two spaces, again prioritizing by highest Fame.
    In all cases, if he drew a colour and there is an appropriate die in the source, it is rerolled. This includes gold during the day.
    If Volkare attacks a player, they may either stand and fight - against the entire army - or take a number of wounds based on the round number: 2 during the first day or night, 3 during the second, 4 during the third.

    Second Phase - The Race for the City
    Volkare now moves towards the city if he draws any colour whatsoever - he no longer looks for people to attack on a red. He always takes a path that brings him closer to the city, even if tiles in the way are unrevealed.

    Third Phase - Battle for the City
    When Volkare is next to the City and has to move (i.e. draws a non-wound card), he assaults the city.
    If the city is not yet conquered by the players, the city grants him entrance. The players lose.
    If the city has been conquered but no player is present, Volkare destroys the walls and begins to plunder the city. Interaction can no longer be performed there, and the city offers no bonus hand size. If he does this twice, the city is annihiliated and the players lose.
    If there are players to defend it, they resolve a battle with Volkare's army.
    If the players do not kill a combined total of four enemies, Volkare has not been fended off - the players lose.
    If they do managed to kill a combined total of four enemies, Volkare moves one space away from the city.
    If Volkare's army is completely destroyed, the players win.

    Tips
    Don't reveal the city too early, or Volkare will rush your shit.
    But don't reveal it too late, either. You still have a three day, three night time limit - if you're not done with Volkare in this time, you lose. Allowing Volkare to roam randomly for too long will leave him with too few cards in his deck to reach you, and you'll have to burn away a lot of time letting him come to your position. You'd think this would be good, but it doesn't really work out that way - it means you're having to discard a lot of cards you'd rather keep.
    Pay attention to tile placement - you know that the city is the last on the stack. Put it somewhere beneficial to your team.
    Work together to facilitate your builds! Communicate and figure out what to take for yourself, what to leave behind for other people.
    By the same token, consider buying contested units as a matter of priority so that Volkare can't get them. His army is already pretty big - you don't really want it to swell any further.

    admanb on
  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    I feel I should point out that I don't know what the tactics are off the top of my head.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    I even took a new screenshot of these just in case there were wording changes in the expansion, and then forgot to post them:
    IVr6Mg1.jpg

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    So, if I'm reading that right, we have Cursed Hags and some sort of new guy with Physical Resistance next to them on the tile to the right, as well as a Swamp Dragon and Ironclads hanging out with the General?

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    The new guy is an Elusive enemy. Elusive enemies double their armor value unless you're in the normal Attack phase and you fully blocked their attack.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    I just updated the OP with a link to all the enemy tokens and special abilities.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    edited March 2015
    Okay, so after some analysis, I'm pretty sure I can get rid of the Hags fairly painlessly if I take Great Start and get left a white.

    Option B is probably that I use the big pile of move in my hand to go exploring.

    Auralynx on
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited April 2015
    omgomgomg

    7drHiqr.gif

    Also where the hell did my players go?

    admanb on
  • ObiFettObiFett Use the Force As You WishRegistered User regular
    Another expansion?! I still haven't picked up Krang or the Lost Legion!

    I think I understand this weird Volkare scenario. We should leave Early Bird for @Auralynx if he feels like he can take out that first Orc enemy.

    I would like Rethink if no one else wants it

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    ObiFett wrote: »
    Another expansion?! I still haven't picked up Krang or the Lost Legion!

    I think I understand this weird Volkare scenario. We should leave Early Bird for @Auralynx if he feels like he can take out that first Orc enemy.

    I would like Rethink if no one else wants it
    I'm sure I can clear the hags, I just really want the security of another couple cards to make it less wound-y.

  • ObiFettObiFett Use the Force As You WishRegistered User regular
    If that's the case, I can clear the Hags as well. Most everyone can probably kill them with their opening hand. The key is if someone can do it without any wounds.

    If you have a ton of move, I would suggest to head to either village so you can recruit some units. Or take Great Start and hope there is a white when its your turn.

    @kirindal or @jakobagger are either of you able to get rid of either of the orcs with your current hand?

    I am going to take Rethink unless anyone objects.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    edited April 2015
    ObiFett wrote: »
    If that's the case, I can clear the Hags as well. Most everyone can probably kill them with their opening hand. The key is if someone can do it without any wounds.

    If I've got everything figured right I can do it and then get rid of most / all of the wounds fairly readily afterwards, I'm just hoping to work it out easier.

    That said, I'll revisit the rules / my figuring after work. I also suspect I can find a way to kill those new guys next to the hags, again if left a white, if someone gets the hags out of the way.

    Or I can move a long way with a blue, if there is one by then, after someone else clears a lane to move through, which'd be fine too.

    Auralynx on
  • ObiFettObiFett Use the Force As You WishRegistered User regular
    Auralynx wrote: »
    ObiFett wrote: »
    If that's the case, I can clear the Hags as well. Most everyone can probably kill them with their opening hand. The key is if someone can do it without any wounds.

    If I've got everything figured right I can do it and then get rid of most / all of the wounds fairly readily afterwards, I'm just hoping to work it out easier.

    That said, I'll revisit the rules / my figuring after work. I also suspect I can find a way to kill those new guys next to the hags, again if left a while, if someone gets the hags out of the way.

    Or I can move a long way with a blue, if there is one by then, after someone else clears a lane to move through, which'd be fine too.

    Your call! If someone else has a better play at them before your turn, though, I see no reason to not let them take on those Hags.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    ObiFett wrote: »
    Auralynx wrote: »
    ObiFett wrote: »
    If that's the case, I can clear the Hags as well. Most everyone can probably kill them with their opening hand. The key is if someone can do it without any wounds.

    If I've got everything figured right I can do it and then get rid of most / all of the wounds fairly readily afterwards, I'm just hoping to work it out easier.

    That said, I'll revisit the rules / my figuring after work. I also suspect I can find a way to kill those new guys next to the hags, again if left a while, if someone gets the hags out of the way.

    Or I can move a long way with a blue, if there is one by then, after someone else clears a lane to move through, which'd be fine too.

    Your call! If someone else has a better play at them before your turn, though, I see no reason to not let them take on those Hags.

    Yeah, I agree. I'm trying to preserve at least some suspense and not nearly as adept at Mage Knight Math as you guys coming out of that first game are - I've never touched the game before - so I didn't want to just be like "okay I have this stuff wut do?"

    Again, I'm fairly sure I can get rid of that other dude if the hags are gone, as well, but I didn't draw anything helpful to shop with so it's probably fight or move for me one way or the other.

  • ObiFettObiFett Use the Force As You WishRegistered User regular
    I say you take Great Start (just make a post with it in bold) since @Jakobagger and @Kirindal don't seem to have any objection ( :razz: )

    Waiting on those two to choose their Tactic cards

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    I'll probably just take Planning.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Yeah, let's just take Great Start for me.

    If someone else can kill the hags, do, but I'll get them if not. Just have to get a look at those two extra cards to figure out exactly how to solo them intact. ;p

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Just waiting on @Kirindal then Volkare will take a random one from whatever's left.

  • ObiFettObiFett Use the Force As You WishRegistered User regular
    btw this Volkare guy seems like a real a-hole

    I have no idea how we are gonna beat him

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Just to check: basically we explore up and to the right?

  • ObiFettObiFett Use the Force As You WishRegistered User regular
    I think we can also explore to the left as well, but ya know, Volkare...

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    If you look at the map, the dark hexagons tell you what is currently explorable. So the Volkare map has one less column than the standard four-player map... and one of them is on the other side of Volkare.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    admanb wrote: »
    If you look at the map, the dark hexagons tell you what is currently explorable. So the Volkare map has one less column than the standard four-player map... and one of them is on the other side of Volkare.

    Man, Underground Travel suddenly looks really attractive.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Note that while Volkare moves, until the city is revealed he doesn't move quickly. Only 20/38 cards cause him to move and only five of those move him directly northeast. It would be quite reasonable for you to curve around that lake and end up exploring the full width of the map. You just have to be aware of his two-hex radius of potential facepunching.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Right.

    I'm really hoping kirindal can kill the Hags either way, though.

  • KirindalKirindal Registered User regular
    Which ones are the Hags?

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Kirindal wrote: »
    Which ones are the Hags?

    The bottom ones, with the poison.

  • KirindalKirindal Registered User regular
    edited April 2015
    I'll take The Right Moment and go tangle with the Hags. I've the cards to handle them.

    Kirindal on
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    @ObiFett to send me your discards for Rethink.

    I also need to randomize Volkare's tactic (and take his turn if he gets Early Bird) but I'll do that tomorrow.

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