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Topics - Erebus

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1
Alternative Play / Creative Spellbook Restrictions
« on: January 11, 2016, 06:45:22 pm »
A couple friends and I are getting together for a Mage Wars party next month, which gave me an idea on some alternate ways to play the game with friends.

I occasionally play the online game Hearthstone, which has a fun tournament variant called "Challengestone". In this variant, players have to build decks using strange restrictions. For example: Using only even cost creatures and odd cost spells or only minions with the 'Taunt' effect. It can be really fun since you get to use a lot of cards that don't see as much play.

Obviously, if you tried this in Mage Wars with "All enchantments must be healing", Priestess would have an unfair advantage, so I think it might be best to try challenges like the following if you don't have enough sets to balance everything:

Sardonyx Wars

Each player must have Sardonyx in their book and cannot damage the enemy mage or cast other Creatures until their Sardonyx enters play. Sardonyx is a 'Legend' school spell and gains the traits 'Novice' and 'Cantrip'.

I'm not sure if players should be allowed to cast other minions besides Sardonyx, though. I might make him Living to eliminate Necromancer advantage/Beastmaster disadvantage as well. You could also equalize Mage's channeling and base health.

Has anyone else enjoyed setting creative spellbook restrictions with their friends? I'd love to try some more! Things like only 'Flying' or 'Minions can only attack if they have 2 or more enchantments on them' also sound entertaining.

2
General Discussion / Mage Wars Parallels with Other Games
« on: September 13, 2015, 01:17:57 am »
I've read about some interesting parallels between Mage Wars and games such as Go. I went to a friend's game night today and played a game called Power Grid. While we didn't have enough time to make to the later stages of the game, I was instantly enthused with the game's similarity to Mage Wars: Domination.

In Power Grid, there's a huge focus on how you make investments/balance costs while trying to earn enough points to pull ahead each round. Turn order also has a big significance, since it determines when each person gets to make these investments. This reminded me of how in Domination, you spend each round contemplating how you'll spend resources (mana and actions) to ensure you either tie in V'tar or gain an advantage. While Mage Wars provides you with more tools to achieve these goals, I had the same feeling of a round per round need to make smart investments to either tie or surpass my opponents. One difference I did notice is that Mage Wars offers more alternative ways to still win from behind, such as the ability to kill the enemy mage or gain a big advantage in one turn with a well set up play. Additionally, the cost of different items in Power Grid are more consistently variable, so long terms plans are a little less possible.

I really like making connections between Mage Wars and similar games. Has anyone else seen any interesting parallels with other games? Does anyone with more experience playing Power Grid have any interesting insights?

3
General Discussion / Regarding an Approved Card List for Academy
« on: August 31, 2015, 08:22:14 pm »
I remember seeing a post where someone mentioned a theoretical approved card list for Academy (what Arena cards could fit into Academy).

I'm not sure if this will happen since it requires competitive Academy players to purchase Arena while disturbing the single mage sale model already described by Arcane Wonders (Though these "Arena Essentials" could be included in a side expansion).

That said, it would be fun to create a list of cards at some point that could potentially be fun in Academy. I don't own Academy yet, but when I get it I'd love to try out some of my Arena cards just for enjoyment.

Is there any chance of an approved card list? I can understand reasoning for both perspectives.

4
Rules Discussion / How does passing work in many player games?
« on: August 29, 2015, 12:48:11 pm »
My friends and I played a 3 player Domination game yesterday, and one friend's horde of Bitterwood foxes raised the question of how passing works in a 3 player game. We played by the rule that only the player with the fewest active creatures can pass actions, but it might also make sense that you just need to have fewer actions than the player with the most. How is passing intended to work in games like these?

5
Custom Cards / Swarm of Wasps
« on: August 16, 2015, 05:05:33 pm »
Here's a concept for a swarm card I've thought up. Doubt it'd be that useful given that it's mostly only good against swarms of minor creatures, but the base idea of a swarm that can split is kind of interesting. The bees can't penetrate any armor, but they can still inflict conditions like Daze and Cripple by attacking creature's eyes/exposed areas.

6
Spellbook Design and Construction / Excel Spellbook Utility
« on: August 08, 2015, 04:33:29 pm »
Hello all,

I threw together a simple excel spreadsheet with some neat features for spellbook building. The Companion App and Online Spellbook Builder are obviously both more advanced and require less work to use. That said, since my phone can't use the app and the sbb doesn't have Domination cards yet, I found this to be useful. It's similar to just typing your card list into a Word document, but you also get some neat stat information, sorting/filtering, and the ability to add comments. I doubt it will be supremely useful to anyone, but I figured I'd post it here just in case.

The document will open to an example book. An empty book (book1) is provided as a tab at the bottom of the screen.

(With the right settings, they also print to a great size for putting in spellbooks. Landscape and scaling of "Fit All Columns on One Page" seems to work well for most books that aren't too long)

7
Rules Discussion / Conditions and Sslak
« on: August 05, 2015, 04:43:28 pm »
I've checked a few times in the Orb Guardian segment of the rules booklet, but I'm still having trouble finding the exact location where conditions affecting Sslak/Usslak are addressed. Here's an example: stuns usually last until the affected creature takes an action. Sslaks don't have an activation marker, so do they progress to the next stage of a condition (such as Slam -> Daze) when they receive a new guard in the upkeep phase? When would conditions such as Stun be removed?

8
Rules Discussion / Can I Turn to Stone an Orb Guardian?
« on: July 28, 2015, 02:41:52 pm »
I recently read through the Domination rules and, while Incapacitated creatures are unable to guard orbs normally, it seems that Sslak must be destroyed before an orb can be taken regardless. If this is the case, couldn't Turn To Stone be a strong interruption tool for orbs near your enemy? (albeit very expensive). Brace Yourself is probably a cheaper, more effective option since it won't prevent guards, but I'm just curious as to if this is legal.

9
General Discussion / What do you use for initiative?
« on: April 29, 2015, 08:55:43 pm »
This the initiative my friend and I use while we play. I like it because it's easy to see and pass between each other.
I don't think any Mage uses a dagger yet, but it's still fun thematically to hand each other a blade.



Do you use the standard marker that comes with the set or something more exciting? Have you had any thoughts about initiatives that would be entertaining to use?

10
Mages / Mage Concept Idea - The Frostwarden
« on: April 18, 2015, 06:40:28 pm »
This is a concept for an Ice Mage I've been considering. Any feedback/suggestions is highly appreciated!

Frostwarden 120 Spellbook Points/ 34 Health/ 0 Armor/ 9 Channeling
Chilled Plains         Creature:Ice Elf
====Training====
Trained in the Ice school of Magic. Fire spells cost triple during spellbook construction.

====Abilities====
Frozen Orb:
As a quick action, Frostwarden may summon a frozen orb.
Frostwarden may only have one Frozen Orb at any given time.
Frozen Orb is an incorporeal creature with 6 Health.
As a quick action, Frozen Orb may summon a blizzard within its zone,
hindering enemy creatures and blocking line of sight through all 4 zone borders.
During the upkeep phase, any living creature in the same zone as blizzard gains
1 frostbite condition. As a full action, frozen orb may teleport to the same zone as Frostwarden.


Coldhearted:
The Frostwarden has Frost Immunity. At the start of the Upkeep phase, Frostwarden
gains X armor, where X is the number of creatures afflicted with frostbite,
to be expended on the next attack or at the end of the action phase.

Ice Mastery:
Frostwarden maintains Line of Sight through blizzards and gains Ranged +1 for
range spell attacks traveling from or into a blizzard zone.

====Attack====
Frozen Touch
(Quick)(Melee)(Ice)[2]{d12}|9+ = 2 Frostbite|

====The Frostbite Condition====
Frostbite is a condition applied to living creatures by multiple ice spells. If at any time
a living creature has 6 total stacks of Frostbite, the Snap effect is applied. During the upkeep phase (after any
new stacks are applied), if no new stacks were gained since the last stack of Frostbite was applied, all stacks of Frostbite are removed. Defrost removes all frostbite conditions.
On Snap: Creature takes 3 dice of ice damage {d12}|5-7 = Chill| |7+ = Chill & Bleed|



====The Chill Condition====
Undecided, but maybe multiple chills can compound to a freeze?

====The Freeze Condition====
Undecided, but certainly an incapacitated type condition.

So basically, I want her primary goal to be using Ice spells and her frozen orb to apply many stacks of this temporary Frostbite condition so that she can snap them for damage and harsher conditions. In this way, I hope to make comboing her abilities and spells really important. Some interesting example spells include: ice attack spells with effect rolls applying progressively more stacks of Frostbite, incantations that allow her to manipulate her orb (like teleporting to it or having it extend icy spines), and boots that create an icy path wherever she walks (hindering enemies and giving her fast when traveling through it).

What do you think the chill and freeze conditions should do? Are there any numbers that need major tweaking or elements that might be too weak/strong?

*Note: I know The Chilled Plains and Ice Elves are probably not a thing in Etheria right now
* Example Mage Art: http://kelogsloops.deviantart.com/


11
[spellbook]
[spellbookheader]
[spellbookname]28 Rounds Later[/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a06]2 x  Flameblast[/mwcard]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ04]1 x  Graveyard[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNJ13]1 x  Ziggurat of Undeath[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC12]1 x  Shaggoth-Zora[/mwcard]
[mwcard=DNC19]3 x  Venomous Zombie[/mwcard]
[mwcard=DNC22]3 x  Zombie Brute[/mwcard]
[mwcard=DNC23]2 x  Zombie Crawler[/mwcard]
[mwcard=DNC24]3 x  Zombie Minion[/mwcard]
[mwcard=mw1c23]1 x  Malacoda[/mwcard]
[mwcard=DNC04]2 x  Grey Wraith[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[mwcard=mw1e22]2 x  Hellfire Trap[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=mw1e23]1 x  Jinx[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI06]2 x  Zombie Frenzy[/mwcard]
[mwcard=DNI01]2 x  Animate Dead[/mwcard]
[mwcard=mw1i29]1 x  Vampiric Strike[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=mw1i08]1 x  Drain Life[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Experimenting with the Necromancer, but I have very little experience in building spellbooks. Any feedback regarding what you see as strengths or weaknesses would be greatly appreciated!

Additionally, I'm curious as to why Ziggurat of Undeath and Deathshroud Staff aren't included in any zombie spellbooks I've seen on this forum. Why are these cards not being chosen and should I remove Ziggurat?

Thanks a bunch!

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