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Messages - Lukard

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Strategy and Tactics / Re: How to do Dice and Damage calculations?
« on: September 03, 2014, 08:57:53 AM »
It's more complex than that.

In short, if you do not consider armor; then, a die is likely to cause one damage:

Average Damage per Die = {blank, blank, 1normal, 1critical, 2normal, 2critical} = (0+0+1+1+2+2)/6 = 1

However, when you add Armor, Resilient, Incorporeal, Veteran's belt, Piercing, etc; then, the calculation becomes far more complex as you can read here:

Rules Discussion / Re: Subtype of enchantment change target's subtype?
« on: September 02, 2014, 09:09:56 AM »
No, it does not.

Enchantments, Equipments, and some Conjurations can be "attached" to creatures (Mages are also creatures); however, they do not change the creature's subtype.

That was a good question.

Player Feedback and Suggestions / Re: repleneshing kit
« on: August 25, 2014, 02:38:01 PM »
I'd say status, mana, damage and special powers tokens, sure a dice works, but it's not the same...

Today, if someone asks me if they should buy the Spells Tomes, I suggest buying another core set instead. There is a small price difference between purchasing both Spell Tomes and the Core Set, but the Core Set comes with tokens, dice, markers, board, etc.

Nevertheless, I almost never run out of tokens. When it comes to Damage & Mana, I prefer to keep track of it with mini-dices from Chessex (http://www.miniaturemarket.com/chx27857.html).

Player Feedback and Suggestions / Re: repleneshing kit
« on: August 25, 2014, 12:26:57 PM »
There are Action Markers, Spellbooks, Board Mats, and they also announced a Magnetic Status Tracking.

In your opinion, what should be included in a replenishing kit?

Strategy and Tactics / Re: Sardonyx: How to use?
« on: August 22, 2014, 10:37:13 AM »
Additionally, Enfeeble and Teleport would be good additions to minimize your opponents maneuvering. You do not want your opponent running away from Sardonyx.

Rules Discussion / Re: Query RE Daze
« on: August 22, 2014, 10:29:26 AM »
You are on the right path. Do not remove it on the reset phase, remove it after the creature acts again next turn. Stun also works similarly.

Necromancer Vs Adramelech Warlock

Alternative Play / Re: Dignitary Mage Wars (emperor-ish format #2)
« on: August 12, 2014, 05:26:41 PM »
Hi Imaginator,

It sounds like an awesome alternative play. I wish I could find enough players to try it out.

The original board is 3x4 and I would suggest a 4x5 board, however this is just a personal preference, the best way to know how it works is testing. As I said before, large boards tend to demotivate aggressive play styles, that's my only concern.


Alternative Play / Re: Dignitary Mage Wars (emperor-ish format #2)
« on: August 12, 2014, 03:07:51 PM »
What are the dignitaries attributes and traits? (life, armor, living creature, etc...)

I would suggest a 4x5 board. Big boards tend to increase the game length and demotivate aggressive builds.

Rules Discussion / Re: Attack upon opening Gate to Hell
« on: August 09, 2014, 09:05:39 AM »
Let me present my opinions:

OK, I just found the Targeting topic on page 15, which says that you have to have LOS to make any attack... but does this make sense with regard to the Gate's attack in Rolling Fog? It seems that the heat would get to the creature even if it can't "see" it due to fog alone... no? I can understand how a corporeal wall might block the heat... but not an incorporeal one.

I agree with this description if it was a zone attack, because you would be targeting the zone; and therefore; reaching everything in that zone. Nevertheless; that is not a zone attack; so, Gate to Hell must target each creature and you need to consider the Obscured trait.

2) Also, while opening the Gate to Hell is a Creature action, the Source of the attack is the Gate itself, correct? The rules codex on page 4 (Attack Source) may need to be updated to include this card, in addition to Chain Lightning and Reverse Attack. The only reason to suspect that the Source might be the Mage instead seems to be that the Mage must use his action and his mana to initiate the attack.

Thematically speaking, I would imagine that "Opening the Gate" is a tough task, it demands concentration (full action) and magical effort (12 mana) to do so. Once open, Gate to Hell will perform its attacks and Gate to Hell is the source of the attacks.

EDIT: August 27th, and September 3rd we are playing at 401 games from 6pm to 9pm.

Hi everybody,

I would like invite you to step into the arena and play Mage Wars with us!

My friends and I will be playing Mage Wars on Wednesdays August 13th, 20th at Meeplemart and August 27th, and September 3rd at 401 games from 6pm to 9pm in Toronto-ON-Canada.

Beginners and experienced players are welcome. If you do not have the game; then, you can take one of our apprentice spellbooks and we will teach you how to play the game. If you already have the game; then, bring your mages to the arena.

247 Spadina Ave.
Lower Level
Toronto, Ontario, Canada

401 Games
518 Yonge Street
Located 1 block south of Yonge & Wellesley Street and Wellesley Station.
Toronto, Ontario, Canada

Rules Discussion / Re: clarification of familiars
« on: August 01, 2014, 03:55:03 PM »
Luk you get a sticker

rock n' roll

Rules Discussion / Re: Battle Fury and Vampiric
« on: August 01, 2014, 03:53:46 PM »
In my understanding, you get the benefit from vampiric only once for multiple strikes. Same for sweeping.

Rules Discussion / Re: clarification of familiars
« on: August 01, 2014, 02:33:38 PM »
Its a familiar considered as a  Mage?
No, a familiar is not a mage. A familiar is just a regular creature which can cast spells. If not mentioned otherwise, you need to plan its spell during the planning phase. So, you will end up with two planed cards in your hand for your mage. Additionally to that, add a faced down card on your familiar; so it can cast that card later during its action.

Here are the most common queries regarding Mind Controlling familiars:

From the FAQ
If you take control of a familiar you are legally allowed to control, you take control of any spell which was planned for it to cast (unless that spell is restricted from your Mage class or school, in which case it is immediately returned to the owner’s spellbook instead). You can use the familiar to cast that spell, and you will have control of that spell after it is cast. Alternately, you can change out the spell on a future planning phase, at which time it is returned to its owner’s spellbook.

From the FAQ
The Forcemaster cannot cast Mind Control on Huginn, Raven Familiar because it has the Arcane Mage Only trait.

Hi HerrMaximuss,

I did not see any official package yet but I find this post very good and it is a good starting point: http://forum.arcanewonders.com/index.php?topic=14175.msg37067#msg37067

Key questions for most card game tournament:
How many players are you expecting?
Do you have a marketing/publicity plan? How are you going to let your players know about the event?
Where and when is it going to take place?
What are the prizes?
If players cannot agree or are not sure about certain rules; then, who responsible to resolve rules issues. In other words, who is the judge?
What are the allowed game components? What expansions? Promo cards?

When it comes to Mage Wars "End of time" is the only rule modification I can think of. Basically, you need to clarify who is the winner when the time ends.

Hellow fellow gamers,
Is there a certain rulespack?
I do not think so.

Hellow fellow gamers,
Is it also with the swiss-pairings?
Yes for most cases.

I only have one Core set so it is shure not enough for a tournement, where do I get more arena`s?
If is a small tournament; then, I would suggest to ask some players to bring their arenas/tokens/etc. In these cases, tournaments are generally among friends and there aren't too many issues in bringing their own stuff.

These are my opinions, these are not official answers; but, I think it can help you to organizer your thoughts.

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