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Topics - Donovan

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1
General Discussion / What is the right process to log an idea for OCTGN?
« on: September 08, 2016, 03:57:22 AM »
When you use the deck builder plugin to copy a book to the forum, it would be great when that overview would include a code that you can copy and paste into the deck builder.

Every card - including Mage cards - could get a 2 char ASCI code (a-z,A-Z,0-9). If you avoid the first digit is a number, you can use numbers for the number of cards in the deck and omit the number when only 1 card is present. That way you could address thousands of cards.

The entire book could be represented by a string that way, which you could copy/paste to start working with the book yourself. For example:

a12bS2a34dd2a8ca2bGaz2ca4af2bA2ap3ba3cBbdbf2bZ2akbybD3bW3bT

Where a1 could be the priestess for example, then 2x card bS, 2x a3, 4x dd, 2x a8, 1x ca etc etc.

What is the right way to request this idea?

2
Spellbook Design and Construction / Anvil Throne Warlord - allround
« on: September 07, 2016, 06:41:41 PM »
I'd like to have some feedback on this spell book I'm working on. It should allow for quick attacks as well as slow build up.

Also, my goal was to build a Warlord-like book that plays differently than the other mages (I found that very difficult).

Anvil Throne Warlord - allroundA Anvil Throne Warlord Spellbookbuilt by the OCTGN SBB
Attack2 x Hurl Boulder2 x Hurl Rock1 x Acid BallConjuration1 x Barracks1 x Armory1 x Archer's Watchtower1 x Construction Yard1 x Garrison Post1 x Altar of Carnage1 x Altar of Domination1 x Akiro's Hammer2 x Quicksand2 x Wall of PikesCreature1 x Goblin Builder1 x Otto Kronig, Master Engineer2 x Goblin Alchemist2 x Goblin Bomber2 x Goblin Grunt3 x Goblin Slinger1 x Slaknir, Goblin Chieftain1 x Grimson Deadeye, Sniper1 x Ludwig Boltstorm1 x TalosEnchantment2 x Akiro's Favor2 x Fortified Position2 x Regrowth1 x Standard Bearer1 x Force CrushEquipment1 x Eisenach's Forge Hammer1 x General's Signet Ring1 x Ring of Command1 x Leather Chausses2 x Harshforge Plate1 x Leather Boots1 x Leather Gloves1 x Regrowth Belt1 x Veteran's Belt1 x Deflection Bracers2 x Elemental Wand2 x Helm of Command1 x Ivarium LongbowIncantation1 x Dissolve1 x Crumble1 x Dispel1 x Disperse1 x Purify1 x Power Strike1 x Piercing Strike1 x Flank Attack1 x Sniper Shot
Total cost: 120 pts

Any feedback?

3
Spellbook Design and Construction / 120 points
« on: September 04, 2016, 05:20:43 PM »
Sometimes I think it is sad that you can only have 120 spell points.

Especially with the warlords who pay triple for the necessary base spells like Seeking Dispel etc..

There are so many great cards in the warlord expansions, but really you cannot use them most of the times, because you'd have to ditch important base spells.

Perhaps I should suggest my opponents and I can both use 150 points...

4
Rules Discussion / Guard & zone attack
« on: September 04, 2016, 06:46:39 AM »
When an earth elemental finds himself in a zone with a guarding Watchdog, is he allowed to use his zone attack (which would also attack the Watchdog) or is he supposed to use his Melee attack to attack the guarding Watchdog?

5
General Discussion / Codex 3.0
« on: September 01, 2016, 04:16:10 PM »
Sorry, can't find the post where the Codex 3.0 was announced.

I noticed that STAGGER was not described.

Given the fact that Academy cards can be used in Arena, it may make sense to include STAGGER.

6
Mage Wars Academy / What is the economy of Unholy Blood Ritual?
« on: August 29, 2016, 12:26:13 PM »
Quote
Your mage receives 1 direct damage for each friendly demon creature in play. While attacking this round, friendly demon creatures gain the melee +1 trait.

So this is basically a gamble incantation right?

The average dmg on a roll is 1. So you get 1 dmg per demon and deal 1 dmg per demon. With the chance of rolling a 2 (above average)... Or the risk of rolling a 0 (below average)...

Additionally the dmg you get is direct damage. So no way around it. But the damage you deal could be avoided, or hit armor.

Doesn't that make this card a bit useless?

7
Strategy and Tactics / Earth Elemental
« on: August 23, 2016, 04:41:52 PM »
I was playing against an Air Wizard.

To my surprise he pulls out an Earth Elemental in the first turn. I was a Warlord, so I had armour and an outpost prepared.

How to deal with that?

While trying to create damage, 2 turns later he plays a second one.

I started to move around, but lost full actions because of that. I felt it took the Wizard 2 turns to spawn one, but it would take me longer to get rid of one.

Then comes a third and a fourth...

Ignoring them is OK as long as there is just one, but when there are 3 or 4... each rolling 7 dice and having 35 life...

Obviously when you know this, you can design a spell book to counter it. But how to react with an all round book for a Warlord with War and Earth spells? Remember that Arcane spells cost 3x for him. Of course I could do the same trick myself, but where is the fun in that? Additionally the Wizard can pull out one in he first turn - the Warlord cannot.

8
Mage Wars Academy / Differences Academy vs Arena
« on: August 17, 2016, 03:58:27 PM »
I noticed the following differences. Perhaps somebody spots one I forgot or perhaps I made a mistake?

RED means, I'm not entirely sure.

  • Spellbooks in Academy have fewer pages than the ones in Arena.
  • The mages are lvl 4 instead of 6 in Arena.
  • Academy does not count Life with a counter like Arena does - only damage. Despite that, Life can be increased. You just have to do the math in your head.
  • There are no action markers in Academy. Instead of those, you turn the cards horizontally to indicate they are active or have been active already. The black quick cast marker has been replaced with a marker.
  • In the first 2 rounds in Academy you are not allowed to attack your opponent or play spells on his objects, whereas in Arena you can attack right from round one. Having said that, in Arena you need time to get to your opponent.
  • Academy plays in an arena with only 1 zone. Therefore, you cannot move in Academy like you can in Arena.
  • In Academy the upkeep phase is not followed by a planning and deployment phase like in Arena. In the action phase, a mage can choose from any spell in his spellbook - in Arena you can only use the cards you prepared.
  • In Academy there is no first and final quick cast phase. However, the mage does have an extra quick cast action, which he can use before or after the action of a friendly creature.
  • In Academy the rules do not state clearly when you have to pay for an attack (for example when you have a curse on you that makes you pay mana when attacking). I assume this happens like in Arena directly after the step "Declare Attack".
  • The step "Roll to miss" (for example when dazed) is not there in Academy (dazed isn't there as well btw).
  • From a discussion in the German form it became clear: In Academy the attacked creature cannot decide if he uses his defense or not - like you can do in Arena. If the defense is allowed, it HAS TO be used.
    A single defense HAS TO be used for the first strike of the first attack (no matter if direct attack or counterstrike). After that the defense cannot be used anymore in the current round. The remaining strikes of a multiple strike will not be influenced by the success of a single defense - they happen normally.
    An infinite defense HAS TO be applied for every attack/strike - it is not optional like in Arena.
  • Double and Tripple strike is not mentioned in the rules. The cards mention that the attacks follow each other directly - before a counter strike. This is also what the definition of Doublestrike mentions in the codex.
  • Damage barriers do not exist in Academy.
  • Academy has the condition STAGGER. Stagger is a condition that disorients or knocks a creature off balance. Minor creatures cannot attack or guard while staggered. If they have a guard marker they lose it, and they cannot choose the guard action. Staggers stays until the end of creatures NEXT activation.
  • In Academy guards can ignore pests if they like to. The pest can attack, but there will be no counter strike and the status guard remains. Attackers can ignore pests that guard like in Arena.
  • In Academy it is not 100% clear that attack spells are both spells and attacks. But it is like in Arena: First follow the spell rules and then the attack rules.
  • Spellbooks can only have 40 points in Academy instead of 120 in Arena.
  • In Academy you can only have 3 copies of a level 1 spell instead of 6 in Arena.
  • In Academy you can only have 2 copies of a level 2 and higher spell instead of 4 in Arena.
  • Academy sometimes makes differences between effects on major or minor creatures. Stagger for example works differently for minor creatures compared to major creatures. Sometimes also reveal cost are different. Minor means level 1&2 - major is level 3 and up.
  • From a discussion in the German form it became clear: In Academy melee +X only influences the first strike of the first attack where this bones can be applied - so only once every round. A counterstrike is an attack as well. Therefore it is possible that a creature has to use melee +X during a counterstrike and cannot use melee +X during its own action. Melee +X is not optional - you HAVE TO use it if it applies. For multiple strikes, only the first strike can profit from the bonus.
  • As already said: Pests cannot attack guards in Academy and be 100% sure the guard status goes away. In Arena guard always goes away when a pest attacks.
  • Academy heavily uses Dissipate. Far more often than Arena, although Arena has at least one card too: Rolling Fog. When a spell is played, it gets X Dissipate markers. Every round 1 marker is removed. When all markers are gone, the object is destroyed. So these are minor spells that fade over time.
  • There are no walls in Academy, because there is only 1 zone and no movement.
  • There are no conjurations in Academy.
  • Academy just knows 1 mode, Arena contains two modes: Apprentice (to learn the game) and Advanced (normal game mode).
  • The Codex of Academy and the Codex of Arena should not be used for the other game. As this list shows, there are some substantial differences. If you use the Academy cards in Arena (allowed) then the Arena rules apply first. If there is no rule (Staggering for example), the Academy rules should be followed.

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Hi. I'd like to make a remark that a lot of you will likely resist to with all might, because it would cause a lot of hassle if you agree.  8)

But I think I am right.

In the codex and rule book it was hard for me to understand the concept of attacks etc. I think the reason is that the word "attack" is being used as a synonym for 2 different concepts. Firstly "attack" can mean an "attack action". And secondly an "attack" can mean a single strike within an attack action.

To correct this, only attack and attack action should be handled as synonyms. And an attack would then consist of one or more "strikes". This definition is very intuitive, because those things are already called "counterstrike" or "double/tripple strike". If you search in the rulebook / codex for "attack", you will see that in almost all cases "attack" is being used as "attack action" as is the case on most cards.

But if you then read the section on attacks, it becomes very fuzzy, because now the strikes inside the attacks are also called attacks. Now definitions for a defence for example become very fuzzy:

"Some Defenses show an infinity symbol (∞). These Defenses can be used every time that creature is attacked, but can be used only one time per attack.".

So what does the last "attack" mean here? The entire attack action or a strike?

My suggestion for a future version of the game would be to use "attack" and "attack action" as synonyms and define a "strike" as what happens inside the attack.

Step 4 should then for example be called "4: Avoid Strike", because it is not really about avoiding an entire attack (action), it is about avoiding a strike inside the attack (action).

Another example: The definition of Melee +x would become:

"Melee +X
This creature gains +X attack dice when it makes a melee attack. If the attack makes multiple strikes, it gains this bonus only for the first strike it can make with this bonus. Does not grant a melee attack if this creature does not have one. Does not affect ranged attacks, damage barriers, or other non-melee attacks."

...instead of (old):

"Melee +X
This creature gains +X attack dice when it makes a melee attack. If the attack makes multiple attacks during the same attack action, it gains this bonus only for the first attack it can make with this bonus. Does not grant a melee attack if this creature does not have one. Does not affect ranged attacks, damage barriers, or other non-melee attacks."

I guess you do not even have to change card texts, because in 99% of the cases when "attack" is being used, what is really meant is an "attack action".

If this is not correct this way, the only option to gain full clarity would be to maintain "attack" and "strike" as synonyms and replace all occurrences of "attack" with "attack action". But that will probably mean more work and will be much more confusing.

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