[A:TC] Back to School

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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Fri Mar 06, 2020 12:15 am

##Research Tenets of Dominance

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Fri Mar 06, 2020 12:18 am

One Mysticism spell leaves the tableau, another enters.
The Lamentations of Sareth - Mysticism wrote: Venom - 1 Mana - Action: Wound a Mage. Its owner gains no Infirmary bonus.
Poison - 3 Mana - Action: Wound a Mage and place one of yours in its slot. Its owner gains no Infirmary bonus.
Nox - 5 Mana - Action: Wound all Mages in a room, and their owners receive no Infirmary bonuses.

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Fri Mar 06, 2020 5:16 am

##Research these lamentations, I think I have a promising young unicorn who'll know what to do. :smirk:
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Re: [A:TC] Back to School

Post by ToastGhost (?) » Fri Mar 06, 2020 11:43 am

##Research my tome of protection instead.
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Re: [A:TC] Back to School

Post by Bremen (?) » Fri Mar 06, 2020 11:54 am

##Research the last level of Grasping Darkness

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Fri Mar 06, 2020 12:07 pm

Round 5

Players
Chrysalis - Neutral (Bremen)
Influence: 17 (3 Merits)
0/2 Intelligence
1/5 Wisdom
21 Gold
14 Mana
Marked Voters: 1, 2, 7, 11, 12
Office: 1/1 Mysticism, 1/1 Natural, 1/1 Planar, 1/1 Divinity, 2/2 Neutral
Tanis Tirilives - Divinity - Action: Swap 1 Gold for 1 Mana, up to 5 times.
Kallistar Flarechild - Sorcery - Fast Action: Gain 1 IP.
Mystic Amulet - Treasure - Reaction: After an opponent banishes or shadows one of your Mages, you may move your Mage to any open slot on the board.
Ancient Armor - Treasure - Reaction: After an opponent moves or wounds one of your Mages, you may move your Mage to any open slot on the board.
Spellblade - Treasure - Action: Wound a Mage, then place one of yours into its slot.
Neutral - A wrote:Living Image - 1 Mana - Action: Place a neutral Mage from the supply into an empty slot, claiming it as your own. Return it to the supply after the round.
Sorcerous Inspiration - Sorcery wrote: Luminosity - 1 Mana - Action: Gain a Mark.
Brilliance - 2 Mana - Action: Gain two Research
Radiance - 3 Mana - Action: Gain a Research, refresh an exhausted Spell, then gain a Mark.
The Grasping Darkness - Mysticism wrote: Repeating Hex - 2 Mana - Action: Swap this Spell for a (non-starter, non-legendary) level 1 Spell from another player and exhaust both Spells.
Telethany - 3 Mana - Action: Discard an opponent's (non-starter, non-legendary) level 1 Spell to the bottom of the Spell Deck.
Deathly Paling - 3 Mana - Action: Steal 1 unspent INT from a player with more INT than you OR steal 1 unspent WIS from a player with more WIS than you.
Twilight - Planar Studies (ToastGhost)
Influence: 15 (2 Merits)
0/4 Intelligence
3/4 Wisdom
8 Gold
1 Mana
Marked Voters: 1, 2, 3, 4, 5, 6. 7, 8, 9, 10, 11, 12
Office: 1/1 Sorcery, 1/1 Natural, 2/2 Planar, 1/1 Divinity, 1/1 Neutral
Andrus Dochartaigh - Divinity - Fast Action: Gain 2 Mana.
Invisibility Cloak - Treasure - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
Malefic Torch - Consumable - Action: Spend 2 Mana to wound a Mage. Repeat this any number of times.
Planar Studies - A wrote:Paralocation - 1 Mana - Action: Shadow an opponent's Mage with one of your Mages.
Will of the Divines - Divinity wrote: Concentration - Free - Fast Action: The next time you cast a Spell this turn, do not exhaust it.
Silence - 1 Mana - Action: Until the start of your next turn, players may not cast Spells.
Revival - 3 Mana - Action: For the rest of this round, you may move your wounded Mages after the action that wounded them. Still gain Infirmary Bonuses.
Book of One Hundred Seas - Natural wrote: Wave - 1 Mana - Action: Banish an opponent's Mage
Tidal Wave - 2 Mana - Action: Banish an opponent's Mage and place a Mage from your Office in its place.
Tsunami - 4 Mana - Action: Banish all Mages in a room.
Tome of Protection - Divinity wrote: Spell Shield - 1 Mana - Action: Until your next turn, all of your Mages are immune to all Spells.
Wall - 2 Mana - Action: Until your next turn, all your Mages are immune to all negative effects (Spells, Vault Cards, and other Mages).
Absorb Mana - Free - Reaction: After one of your mages would be moved, wounded, or banished by a spell, gain Mana equal to the cost of that spell.
Memoirs of the Future-Past - Planar wrote: Future Power - Free - Action: Cast a Spell of a level that you have not yet researched from your learned spells (paying all mana costs).
Past Power - 3 Mana - Action: Cast a Spell at a level below its maximum level from your learned spells, without exhausting or paying mana for it.
Eternal Power - 7 Mana - Action: Cast any level of a Spell from your learned spells, without exhausting or paying mana for it.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 14 (2 Merits)
4/5 Intelligence
3/4 Wisdom
6 Gold
3 Mana
Marked Voters: 1, 2, 4, 5, 6, 8, 11, 12
Office: 2/2 Sorcery, 1/1 Mysticism, 1/1 Planar, 1/1 Divinity
Vellimoor Cantz - Sorcery - Action: Gain 2 Research. Use this research only on Sorcery Spells.
Mystic Lantern - Consumable - Fast Action: Look at the top 3 cards of the Supporter Deck. Gain one as a Secret Supporter and discard the others.
Bottled Memories - Consumable - Fast Action: Refresh an exhausted Spell.
Runestone - Consumable - Fast Action: Gain 1 INT OR gain 1 WIS.
Mana Elixir - Consumable - Fast Action: The next Spell you play this turn costs no Mana.
Force Gloves - Consumable - Action: Spend 2 Mana to banish a Mage. Do this any number of times.
Sorcery - A wrote:Flash of Light - 1 Mana - Fast Action: Banish a Mage.
Everyday Paralocation - Planar wrote: Celerity - 1 Mana - Fast Action: Place a Mage.
Accelerate Time - 2 Mana - Fast Action: Cast another Spell.
Teleport - 3 Mana - Action: Move up to 2 of your Mages to any open slots (you may move them out of the Infirmary).
Caval's Deadliest Magicks - Sorcery wrote: Pyre - 2 Mana - Action: Wound up to two Mages in the same room.
Flamespout - 4 Mana - Action: Wound a Mage, then lock the room it previously occupied.
Volcano - 4 Mana - Fast Action: Banish one Mage belonging to each opponent.
Cu Chulainn- Natural (W.T Fits)
Influence: 14 (2 Merits)
0/5 Intelligence
2/3 Wisdom
9 Gold
4 Mana
Marked Voters: 1, 2, 4, 7, 8, 12
Office: 1/1 Sorcery, 2/2 Natural, 2/2 Divinity
Healing Drops - Consumable - Action: Move a Mage from the Infirmary to an open slot of your choice.
The Arcane Eye - Treasure - Action: Gain a Mark.
Liquid Lightning - Consumable - 1 Gold - Fast Action: Place a Mage.
Natural Magick - A wrote:Strength of Earth - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room, then replace it with one of your own.
Taming of the Storm - Natural wrote: Zephyr - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room.
Tornado - 2 Mana - Action: Rearrange all Mages in a room.
Hurricane - 3 Mana - Action: Wound a Mage, then rearrange the rest of the Mages in that room.
The Pursuit of Power - Sorcery wrote: Warmth - Free - Action: Gain 2 Mana.
Power - Free - Action: Gain 1 Mana and refresh a Spell.
Intensity - 1 Mana - Action: Refresh a Spell then gain a Research.
The Light that Leads - Sorcery wrote: Illuminate - 2 Mana - Fast Action: Gain a Mark.
Flare - 2 Mana - Fast Action: Take a normal action.
Dazzle - 3 Mana - Fast Action: Take two normal actions.
Wrath of Heaven - Divinity wrote: Justice - 1 Mana - Reaction: When one of your Mages is shadowed or moved by an opponent, wound any placed Mage belonging to that opponent.
Recompense - 1 Mana - Reaction: When one of your Mages is banished, banish a Mage belonging to the player who banished it.
Retribution - 3 Mana - Reaction: After one of your Mages is wounded, choose and wound two Mages owned by the player who wounded yours.
Tenets of Dominance - Mysticism wrote: Mesmerize - 1 Mana - Action: Until your next turn, all Mages (except those immune to Spells) lose their powers.
Mystic Link - 2 Mana - Action: Cast another Spell. Then, place any Mage you control.
Shadow Puppet - 4 Mana - Action: Gain a Secret Supporter.
Nozomi - Mysticism (Dexanth)
Influence: 16 (2 Merits)
2/4 Intelligence
2/5 Wisdom
4 Gold
4 Mana
Marked Voters: 1, 2, 3, 6, 7, 8, 11
Office: 2/2 Sorcery, 2/2 Mysticism, 1/1 Planar, 1/1 Divinity
Jaimes Kalin - Nature - Action: Gain 2 Research. Use this research only on Nature Spells.
Mana Crystal - Treasure - Action: Gain 2 Mana.
Endless Coin Purse - Treasure - Action: Gain 1 Gold. Gain a Buy.
Gilded Chalice - Treasure - Action: Gain 2 IP.
Mysticism - B wrote:Dark Pact - 1 Mana - Action: Banish one of your own Mages and wound another Mage.
The Darkness Within - Mysticism wrote: Malaise - 1 Mana - Action: Until your next turn, Mages cannot be placed.
Haunt - 2 Mana - Reaction: When one of your Mages is wounded, moved, or banished, it instead shadows the slot it previously occupied.
Possession - 4 Mana - Action: Swap the owners of two Mages on the board.
Thirteen Greater Mysteries - Mysticism wrote: Mana Drain - Free - Action: Steal 1 mana from a single opponent.
Tap the Well - Free - Action: Cast a Level 1 Spell from the Spell Tableau, paying all costs.
Energy Drain - 4 Mana - Action: During this round, opponents must pay you 1 extra mana in order to cast a Spell.
Supply: 0 Sorcery, 2 Mysticism, 2 Natural, 1 Planar, 0 Divinity, 1 Neutral

Rooms:
Training Fields A
[ ]1(m): 1 INT + 1 WIS
[ ]2: 1 INT
[ ]3: 1 WIS

Courtyard A
[ ]1(m): Mana = WIS +2
[ ]2: Mana = WIS
[ ]3: 3 Mana

Chapel A
[ ]1(m): 1 INT + 1 WIS + 1 Mark
[ ]2: 2 IP + 1 Mark
[ ]3: 2 Gold/2 Mana + 1 Mark

Catacombs A
[ ]1(m): Secret Supporter + 1 Mark
[ ]2: 2 IP
[]3: 1 IP per player with more

Guilds A
[ ]1(m): 8 Gold/4 Mana
[ ]2: 6 Gold/3 Mana
[ ]3: 4 Gold/2 Mana

Adventuring A
[ ]1(m): Secret Supporter + 3 Gold
[ ]2: Vault Card/2 IP/1 INT
[ ]3: Spell Card/2 IP/1 WIS

Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick 1 IP
[ ]2: 2nd Pick 1 IP
[ ]3: 3rd Pick 1 IP

Student Stores A
[ ]1(m): 3 Buys
[ ]2: 2 Buys
[ ]3: 1 Buy
May spend Buy + 4 Gold for 1 INT/1 WIS/1 Research

Council Chamber A
(Limit 1 per player)
[ ]1(m): Draft Supporter/1 Mark
[ ]2: Draft Supporter/1 Mark
[ ]3: Draft Supporter/1 Mark
[ ]4: Draft Supporter/1 Mark
[ ]5: Draft Supporter/1 Mark

Astronomy Tower A
Claim reward after moving space(s)
[ ]1(m): Move space free, then 1 Gold per space
[ ]2: 2 Gold per space
[ ]3: 4 Gold per space
1 WIS + 2 Mana/2 Research/8 Gold/1 INT + 1 Research/4 Mana/2 Marks

Library A
[ ]1(m): 1 WIS + 1 Vault
[ ]2(m): 1 INT + 1 Research
[ ]3: 1 Buy + 1 Research
[ ]4: 1 INT/1 WIS/1 Research

Infirmary A
Wounded goes here. No direct placement.
Immediate: 2 Gold/1 Mana/1 IP
[ ]

Bell Tower
Initiative (1st player)
Popularity (1 IP)
Resourcefulness (2 Gold/1 Mana)
Strength (Heal)
Power (-1 Spell Costs)

Tableau
Vault
Dust and Cobwebs

Supporters
Raffique Van Anzel - Planar - Action: Swap 2 Gold for 1 Research, up to 4 times.
Welsie Acktern - Planar - Action: Gain 2 Research.
Quan Gon Kall - Sorcery - Fast Action: Gain 2 IP.
Wandering Calculus - Planar - No effect. Discard this card.
Wilhelm Barts - Planar - Action: Swap 3 Gold for a Planar Mage from the supply.

Spells
Songs of Springtime - Natural wrote: Regeneration - Free - Reaction: When one of your Mages is wounded or moved, refresh an exhausted Spell or Treasure.
Regrowth - 1 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot.
Renewal - 2 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot, then refresh an exhausted Spell or Treasure.
A Brighter Flame - Sorcery wrote: Inner Fire - 1 Mana - Action: For the rest of the round, your Spells cost 1 less mana.
Kindle - 2 Mana - Fast Action: Refresh an exhausted Spell.
Immolation - 3 Mana - Fast Action: Place a Mage into any slot. If the slot is occupied, wound the Mage there and take its place.
The Gift of Fire - Sorcery wrote: Firebolt - 1 Mana - Action: Wound a Mage.
Fireball - 3 Mana - Action: Choose two adjacent rooms, wound one Mage in each.
Inferno - 6 Mana - Action: Wound all Mages in two adjacent rooms

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Fri Mar 06, 2020 12:07 pm

Remember that y'all voted for an epic game, so we will end after round 6.

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Re: [A:TC] Back to School

Post by Bremen (?) » Fri Mar 06, 2020 12:13 pm

:evil: It's not love, but I'll steal it anyways

##Cast Deathly Paling and steal an INT from Nozomi
##Mystic to Chapel 2

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Fri Mar 06, 2020 12:20 pm

##Fast action, use [that supporter] :v: to gain 2 mana
##Future Power, Revival

You thought hitting me was hard before? Well, you can hit me, but it won't do much. :spoiler:
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Re: [A:TC] Back to School

Post by sharkmafia (?) » Sat Mar 07, 2020 5:40 pm

##Divine on council chamber 2
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Sun Mar 08, 2020 3:22 am

##Fast Action: Use Liquid Lightning to place a Divine Mage in Catacombs 1.
##Action: Cast Warmth to gain 2 Mana.

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Re: [A:TC] Back to School

Post by Dexanth (?) » Mon Mar 09, 2020 5:53 pm

Use supporter, first 2 levels in songs of Springtime

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Mon Mar 09, 2020 6:00 pm

That springtime will sit quite nicely on the
Heart of the Mountain - Natural wrote: Oakskin - 1 Mana - Action: Until your next turn, your Mages are immune to being wounded and moved.
Stoneskin - 4 Mana - Action: For the rest of the round, your Mages are immune to being wounded and moved.
Diamondskin - 6 Mana - Action: For the rest of the round, your mages lose their innate powers, but become immune to all negative effects.

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Re: [A:TC] Back to School

Post by Bremen (?) » Mon Mar 09, 2020 7:38 pm

##Fast Action: Use Kallistar Flarechild for 1 IP
##Cast Radiance
##Research A Brighter Flame
##Refresh The Grasping Darkness
##Mark Voter 10

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Mon Mar 09, 2020 7:42 pm

##Place Divinity Mage in Astronomy 1. Rarity loves her bullshit, you know. :vogue:
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Re: [A:TC] Back to School

Post by Void Chicken (?) » Mon Mar 09, 2020 8:10 pm

Fresh off the deck is
Of Mortal Form - Divinity wrote: Heal - Free - Action: Return a Mage from the Infirmary to its owner's Office.
Amelioration - 1 Mana - Action: Move a Mage from the Infirmary to an open slot of your choice.
Innervation - 2 Mana - Action: Move a Mage from the Infirmary to any slot. You may wound an opponent's Mage in order to place your own.

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Re: [A:TC] Back to School

Post by sharkmafia (?) » Sat Mar 14, 2020 5:02 am

##Planar on guilds 2
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Sun Mar 15, 2020 11:58 pm

##Action: Use the Arcane Eye to Mark Voter 11.

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Re: [A:TC] Back to School

Post by Dexanth (?) » Tue Mar 17, 2020 3:49 pm

Loathe as I am to say it, Grasping Darkness was fully researched, so there's nothing to rank up there.

Anyways Sorcery to Chapel 2, shoot the mystic in the way

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Re: [A:TC] Back to School

Post by Bremen (?) » Tue Mar 17, 2020 4:29 pm

##Take 1 Mana

:evil: I'd make you pay for that, but sadly you are no longer intelligent enough!

##Take the Strength card and heal my mystic

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Tue Mar 17, 2020 4:31 pm

Round 5

Players
Chrysalis - Neutral (Bremen)
Influence: 18 (3 Merits)
0/3 Intelligence
1/5 Wisdom
21 Gold
9 Mana
Marked Voters: 1, 2, 7, 10, 11, 12
Office: 1/1 Mysticism, 1/1 Natural, 1/1 Planar, 1/1 Divinity, 2/2 Neutral
Tanis Tirilives - Divinity - Action: Swap 1 Gold for 1 Mana, up to 5 times.
Mystic Amulet - Treasure - Reaction: After an opponent banishes or shadows one of your Mages, you may move your Mage to any open slot on the board.
Ancient Armor - Treasure - Reaction: After an opponent moves or wounds one of your Mages, you may move your Mage to any open slot on the board.
Spellblade - Treasure - Action: Wound a Mage, then place one of yours into its slot.
Neutral - A wrote:Living Image - 1 Mana - Action: Place a neutral Mage from the supply into an empty slot, claiming it as your own. Return it to the supply after the round.
Sorcerous Inspiration - Sorcery - EXHAUSTED wrote: Luminosity - 1 Mana - Action: Gain a Mark.
Brilliance - 2 Mana - Action: Gain two Research
Radiance - 3 Mana - Action: Gain a Research, refresh an exhausted Spell, then gain a Mark.
The Grasping Darkness - Mysticism wrote: Repeating Hex - 2 Mana - Action: Swap this Spell for a (non-starter, non-legendary) level 1 Spell from another player and exhaust both Spells.
Telethany - 3 Mana - Action: Discard an opponent's (non-starter, non-legendary) level 1 Spell to the bottom of the Spell Deck.
Deathly Paling - 3 Mana - Action: Steal 1 unspent INT from a player with more INT than you OR steal 1 unspent WIS from a player with more WIS than you.
A Brighter Flame - Sorcery wrote: Inner Fire - 1 Mana - Action: For the rest of the round, your Spells cost 1 less mana.
Kindle - 2 Mana - Fast Action: Refresh an exhausted Spell.
Immolation - 3 Mana - Fast Action: Place a Mage into any slot. If the slot is occupied, wound the Mage there and take its place.
Twilight - Planar Studies (ToastGhost)
Influence: 15 (2 Merits)
0/4 Intelligence
3/4 Wisdom
8 Gold
0 Mana
Marked Voters: 1, 2, 3, 4, 5, 6. 7, 8, 9, 10, 11, 12
Office: 1/1 Sorcery, 1/1 Natural, 2/2 Planar, 0/1 Divinity, 1/1 Neutral
Invisibility Cloak - Treasure - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
Malefic Torch - Consumable - Action: Spend 2 Mana to wound a Mage. Repeat this any number of times.
Planar Studies - A wrote:Paralocation - 1 Mana - Action: Shadow an opponent's Mage with one of your Mages.
Will of the Divines - Divinity - EXHAUSTED wrote: Concentration - Free - Fast Action: The next time you cast a Spell this turn, do not exhaust it.
Silence - 1 Mana - Action: Until the start of your next turn, players may not cast Spells.
Revival - 3 Mana - Action: For the rest of this round, you may move your wounded Mages after the action that wounded them. Still gain Infirmary Bonuses.
Book of One Hundred Seas - Natural wrote: Wave - 1 Mana - Action: Banish an opponent's Mage
Tidal Wave - 2 Mana - Action: Banish an opponent's Mage and place a Mage from your Office in its place.
Tsunami - 4 Mana - Action: Banish all Mages in a room.
Tome of Protection - Divinity wrote: Spell Shield - 1 Mana - Action: Until your next turn, all of your Mages are immune to all Spells.
Wall - 2 Mana - Action: Until your next turn, all your Mages are immune to all negative effects (Spells, Vault Cards, and other Mages).
Absorb Mana - Free - Reaction: After one of your mages would be moved, wounded, or banished by a spell, gain Mana equal to the cost of that spell.
Memoirs of the Future-Past - Planar - EXHAUSTED wrote: Future Power - Free - Action: Cast a Spell of a level that you have not yet researched from your learned spells (paying all mana costs).
Past Power - 3 Mana - Action: Cast a Spell at a level below its maximum level from your learned spells, without exhausting or paying mana for it.
Eternal Power - 7 Mana - Action: Cast any level of a Spell from your learned spells, without exhausting or paying mana for it.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 14 (2 Merits)
3/5 Intelligence
3/4 Wisdom
6 Gold
3 Mana
Marked Voters: 1, 2, 4, 5, 6, 8, 11, 12
Office: 2/2 Sorcery, 1/1 Mysticism, 0/1 Planar, 0/1 Divinity
Vellimoor Cantz - Sorcery - Action: Gain 2 Research. Use this research only on Sorcery Spells.
Mystic Lantern - Consumable - Fast Action: Look at the top 3 cards of the Supporter Deck. Gain one as a Secret Supporter and discard the others.
Bottled Memories - Consumable - Fast Action: Refresh an exhausted Spell.
Runestone - Consumable - Fast Action: Gain 1 INT OR gain 1 WIS.
Mana Elixir - Consumable - Fast Action: The next Spell you play this turn costs no Mana.
Force Gloves - Consumable - Action: Spend 2 Mana to banish a Mage. Do this any number of times.
Sorcery - A wrote:Flash of Light - 1 Mana - Fast Action: Banish a Mage.
Everyday Paralocation - Planar wrote: Celerity - 1 Mana - Fast Action: Place a Mage.
Accelerate Time - 2 Mana - Fast Action: Cast another Spell.
Teleport - 3 Mana - Action: Move up to 2 of your Mages to any open slots (you may move them out of the Infirmary).
Caval's Deadliest Magicks - Sorcery wrote: Pyre - 2 Mana - Action: Wound up to two Mages in the same room.
Flamespout - 4 Mana - Action: Wound a Mage, then lock the room it previously occupied.
Volcano - 4 Mana - Fast Action: Banish one Mage belonging to each opponent.
Cu Chulainn- Natural (W.T Fits)
Influence: 14 (2 Merits)
0/5 Intelligence
2/3 Wisdom
9 Gold
6 Mana
Marked Voters: 1, 2, 4, 7, 8, 11, 12
Office: 1/1 Sorcery, 2/2 Natural, 1/2 Divinity
Healing Drops - Consumable - Action: Move a Mage from the Infirmary to an open slot of your choice.
The Arcane Eye - Treasure - EXHAUSTED - Action: Gain a Mark.
Natural Magick - A wrote:Strength of Earth - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room, then replace it with one of your own.
Taming of the Storm - Natural wrote: Zephyr - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room.
Tornado - 2 Mana - Action: Rearrange all Mages in a room.
Hurricane - 3 Mana - Action: Wound a Mage, then rearrange the rest of the Mages in that room.
The Pursuit of Power - Sorcery - EXHAUSTED wrote: Warmth - Free - Action: Gain 2 Mana.
Power - Free - Action: Gain 1 Mana and refresh a Spell.
Intensity - 1 Mana - Action: Refresh a Spell then gain a Research.
The Light that Leads - Sorcery wrote: Illuminate - 2 Mana - Fast Action: Gain a Mark.
Flare - 2 Mana - Fast Action: Take a normal action.
Dazzle - 3 Mana - Fast Action: Take two normal actions.
Wrath of Heaven - Divinity wrote: Justice - 1 Mana - Reaction: When one of your Mages is shadowed or moved by an opponent, wound any placed Mage belonging to that opponent.
Recompense - 1 Mana - Reaction: When one of your Mages is banished, banish a Mage belonging to the player who banished it.
Retribution - 3 Mana - Reaction: After one of your Mages is wounded, choose and wound two Mages owned by the player who wounded yours.
Tenets of Dominance - Mysticism wrote: Mesmerize - 1 Mana - Action: Until your next turn, all Mages (except those immune to Spells) lose their powers.
Mystic Link - 2 Mana - Action: Cast another Spell. Then, place any Mage you control.
Shadow Puppet - 4 Mana - Action: Gain a Secret Supporter.
Nozomi - Mysticism (Dexanth)
Influence: 16 (2 Merits)
0/3 Intelligence
1/5 Wisdom
4 Gold
3 Mana
Marked Voters: 1, 2, 3, 6, 7, 8, 11
Office: 1/2 Sorcery, 2/2 Mysticism, 1/1 Planar, 1/1 Divinity
Mana Crystal - Treasure - Action: Gain 2 Mana.
Endless Coin Purse - Treasure - Action: Gain 1 Gold. Gain a Buy.
Gilded Chalice - Treasure - Action: Gain 2 IP.
Mysticism - B wrote:Dark Pact - 1 Mana - Action: Banish one of your own Mages and wound another Mage.
The Darkness Within - Mysticism wrote: Malaise - 1 Mana - Action: Until your next turn, Mages cannot be placed.
Haunt - 2 Mana - Reaction: When one of your Mages is wounded, moved, or banished, it instead shadows the slot it previously occupied.
Possession - 4 Mana - Action: Swap the owners of two Mages on the board.
Thirteen Greater Mysteries - Mysticism wrote: Mana Drain - Free - Action: Steal 1 mana from a single opponent.
Tap the Well - Free - Action: Cast a Level 1 Spell from the Spell Tableau, paying all costs.
Energy Drain - 4 Mana - Action: During this round, opponents must pay you 1 extra mana in order to cast a Spell.
Songs of Springtime - Natural wrote: Regeneration - Free - Reaction: When one of your Mages is wounded or moved, refresh an exhausted Spell or Treasure.
Regrowth - 1 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot.
Renewal - 2 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot, then refresh an exhausted Spell or Treasure.
Supply: 0 Sorcery, 2 Mysticism, 2 Natural, 1 Planar, 0 Divinity, 1 Neutral

Rooms:
Training Fields A
[ ]1(m): 1 INT + 1 WIS
[ ]2: 1 INT
[ ]3: 1 WIS

Courtyard A
[ ]1(m): Mana = WIS +2
[ ]2: Mana = WIS
[ ]3: 3 Mana

Chapel A
[ ]1(m): 1 INT + 1 WIS + 1 Mark
[Sorc - Noz]2: 2 IP + 1 Mark
[ ]3: 2 Gold/2 Mana + 1 Mark

Catacombs A
[Div - Cu]1(m): Secret Supporter + 1 Mark
[ ]2: 2 IP
[]3: 1 IP per player with more

Guilds A
[ ]1(m): 8 Gold/4 Mana
[Pla - Pin]2: 6 Gold/3 Mana
[ ]3: 4 Gold/2 Mana

Adventuring A
[ ]1(m): Secret Supporter + 3 Gold
[ ]2: Vault Card/2 IP/1 INT
[ ]3: Spell Card/2 IP/1 WIS

Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick 1 IP
[ ]2: 2nd Pick 1 IP
[ ]3: 3rd Pick 1 IP

Student Stores A
[ ]1(m): 3 Buys
[ ]2: 2 Buys
[ ]3: 1 Buy
May spend Buy + 4 Gold for 1 INT/1 WIS/1 Research

Council Chamber A
(Limit 1 per player)
[ ]1(m): Draft Supporter/1 Mark
[Div - Pin]2: Draft Supporter/1 Mark
[ ]3: Draft Supporter/1 Mark
[ ]4: Draft Supporter/1 Mark
[ ]5: Draft Supporter/1 Mark

Astronomy Tower A
Claim reward after moving space(s)
[Div - Twi]1(m): Move space free, then 1 Gold per space
[ ]2: 2 Gold per space
[ ]3: 4 Gold per space
1 WIS + 2 Mana/2 Research/8 Gold/1 INT + 1 Research/4 Mana/2 Marks

Library A
[ ]1(m): 1 WIS + 1 Vault
[ ]2(m): 1 INT + 1 Research
[ ]3: 1 Buy + 1 Research
[ ]4: 1 INT/1 WIS/1 Research

Infirmary A
Wounded goes here. No direct placement.
Immediate: 2 Gold/1 Mana/1 IP
[ ]

Bell Tower
Initiative (1st player)
Popularity (1 IP)
Resourcefulness (2 Gold/1 Mana)
Strength (Heal)
Power (-1 Spell Costs)

Tableau
Vault
Dust and Cobwebs

Supporters
Raffique Van Anzel - Planar - Action: Swap 2 Gold for 1 Research, up to 4 times.
Welsie Acktern - Planar - Action: Gain 2 Research.
Quan Gon Kall - Sorcery - Fast Action: Gain 2 IP.
Wandering Calculus - Planar - No effect. Discard this card.
Wilhelm Barts - Planar - Action: Swap 3 Gold for a Planar Mage from the supply.

Spells
The Gift of Fire - Sorcery wrote: Firebolt - 1 Mana - Action: Wound a Mage.
Fireball - 3 Mana - Action: Choose two adjacent rooms, wound one Mage in each.
Inferno - 6 Mana - Action: Wound all Mages in two adjacent rooms
Heart of the Mountain - Natural wrote: Oakskin - 1 Mana - Action: Until your next turn, your Mages are immune to being wounded and moved.
Stoneskin - 4 Mana - Action: For the rest of the round, your Mages are immune to being wounded and moved.
Diamondskin - 6 Mana - Action: For the rest of the round, your mages lose their innate powers, but become immune to all negative effects.
Of Mortal Form - Divinity wrote: Heal - Free - Action: Return a Mage from the Infirmary to its owner's Office.
Amelioration - 1 Mana - Action: Move a Mage from the Infirmary to an open slot of your choice.
Innervation - 2 Mana - Action: Move a Mage from the Infirmary to any slot. You may wound an opponent's Mage in order to place your own.

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Fri Mar 20, 2020 1:42 am

##Natural on Guilds 1
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Re: [A:TC] Back to School

Post by sharkmafia (?) » Mon Mar 23, 2020 11:20 pm

##mysticism on training fields 1
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Tue Mar 24, 2020 2:00 pm

##Divinity to Adventuring 1

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Re: [A:TC] Back to School

Post by Dexanth (?) » Thu Apr 02, 2020 3:15 pm

Divinity Catacombs 2

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Re: [A:TC] Back to School

Post by Bremen (?) » Thu Apr 02, 2020 4:53 pm

:evil: Time for seconds!

##Cast Deathly Paling to steal an intelligence from Pinball Wizard
##Place Mystic on Courtyard 1

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Thu Apr 02, 2020 6:08 pm

##Sorcery on Library 4
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Re: [A:TC] Back to School

Post by sharkmafia (?) » Sun Apr 05, 2020 6:56 am

##Spend 1 mana to wound bremen's mage on courtyard 1, place sorcery mage there
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Sun Apr 05, 2020 10:31 am

##Natural to Student Stores 2

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Re: [A:TC] Back to School

Post by Bremen (?) » Sun Apr 05, 2020 2:46 pm

##Use Ancient Armor to move wounded mage to Training Fields 3

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Re: [A:TC] Back to School

Post by Dexanth (?) » Mon Apr 06, 2020 7:21 pm

Mana Crystal, go

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Re: [A:TC] Back to School

Post by Bremen (?) » Tue Apr 07, 2020 2:44 pm

##Spend 1 mana to have Planar mage shadow Catacombs 1

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Tue Apr 07, 2020 8:09 pm

Round 5

Players
Chrysalis - Neutral (Bremen)
Influence: 18 (3 Merits)
1/4 Intelligence
1/5 Wisdom
21 Gold
5 Mana
Marked Voters: 1, 2, 7, 10, 11, 12
Office: 0/1 Mysticism, 1/1 Natural, 0/1 Planar, 1/1 Divinity, 2/2 Neutral
Tanis Tirilives - Divinity - Action: Swap 1 Gold for 1 Mana, up to 5 times.
Mystic Amulet - Treasure - Reaction: After an opponent banishes or shadows one of your Mages, you may move your Mage to any open slot on the board.
Ancient Armor - Treasure - EXHAUSTED - Reaction: After an opponent moves or wounds one of your Mages, you may move your Mage to any open slot on the board.
Spellblade - Treasure - Action: Wound a Mage, then place one of yours into its slot.
Neutral - A wrote:Living Image - 1 Mana - Action: Place a neutral Mage from the supply into an empty slot, claiming it as your own. Return it to the supply after the round.
Sorcerous Inspiration - Sorcery - EXHAUSTED wrote: Luminosity - 1 Mana - Action: Gain a Mark.
Brilliance - 2 Mana - Action: Gain two Research
Radiance - 3 Mana - Action: Gain a Research, refresh an exhausted Spell, then gain a Mark.
The Grasping Darkness - Mysticism - EXHAUSTED wrote: Repeating Hex - 2 Mana - Action: Swap this Spell for a (non-starter, non-legendary) level 1 Spell from another player and exhaust both Spells.
Telethany - 3 Mana - Action: Discard an opponent's (non-starter, non-legendary) level 1 Spell to the bottom of the Spell Deck.
Deathly Paling - 3 Mana - Action: Steal 1 unspent INT from a player with more INT than you OR steal 1 unspent WIS from a player with more WIS than you.
A Brighter Flame - Sorcery wrote: Inner Fire - 1 Mana - Action: For the rest of the round, your Spells cost 1 less mana.
Kindle - 2 Mana - Fast Action: Refresh an exhausted Spell.
Immolation - 3 Mana - Fast Action: Place a Mage into any slot. If the slot is occupied, wound the Mage there and take its place.
Twilight - Planar Studies (ToastGhost)
Influence: 15 (2 Merits)
0/4 Intelligence
3/4 Wisdom
8 Gold
0 Mana
Marked Voters: 1, 2, 3, 4, 5, 6. 7, 8, 9, 10, 11, 12
Office: 0/1 Sorcery, 0/1 Natural, 2/2 Planar, 0/1 Divinity, 1/1 Neutral
Invisibility Cloak - Treasure - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
Malefic Torch - Consumable - Action: Spend 2 Mana to wound a Mage. Repeat this any number of times.
Planar Studies - A wrote:Paralocation - 1 Mana - Action: Shadow an opponent's Mage with one of your Mages.
Will of the Divines - Divinity - EXHAUSTED wrote: Concentration - Free - Fast Action: The next time you cast a Spell this turn, do not exhaust it.
Silence - 1 Mana - Action: Until the start of your next turn, players may not cast Spells.
Revival - 3 Mana - Action: For the rest of this round, you may move your wounded Mages after the action that wounded them. Still gain Infirmary Bonuses.
Book of One Hundred Seas - Natural wrote: Wave - 1 Mana - Action: Banish an opponent's Mage
Tidal Wave - 2 Mana - Action: Banish an opponent's Mage and place a Mage from your Office in its place.
Tsunami - 4 Mana - Action: Banish all Mages in a room.
Tome of Protection - Divinity wrote: Spell Shield - 1 Mana - Action: Until your next turn, all of your Mages are immune to all Spells.
Wall - 2 Mana - Action: Until your next turn, all your Mages are immune to all negative effects (Spells, Vault Cards, and other Mages).
Absorb Mana - Free - Reaction: After one of your mages would be moved, wounded, or banished by a spell, gain Mana equal to the cost of that spell.
Memoirs of the Future-Past - Planar - EXHAUSTED wrote: Future Power - Free - Action: Cast a Spell of a level that you have not yet researched from your learned spells (paying all mana costs).
Past Power - 3 Mana - Action: Cast a Spell at a level below its maximum level from your learned spells, without exhausting or paying mana for it.
Eternal Power - 7 Mana - Action: Cast any level of a Spell from your learned spells, without exhausting or paying mana for it.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 14 (2 Merits)
2/4 Intelligence
3/4 Wisdom
6 Gold
2 Mana
Marked Voters: 1, 2, 4, 5, 6, 8, 11, 12
Office: 1/2 Sorcery, 0/1 Mysticism, 0/1 Planar, 0/1 Divinity
Vellimoor Cantz - Sorcery - Action: Gain 2 Research. Use this research only on Sorcery Spells.
Mystic Lantern - Consumable - Fast Action: Look at the top 3 cards of the Supporter Deck. Gain one as a Secret Supporter and discard the others.
Bottled Memories - Consumable - Fast Action: Refresh an exhausted Spell.
Runestone - Consumable - Fast Action: Gain 1 INT OR gain 1 WIS.
Mana Elixir - Consumable - Fast Action: The next Spell you play this turn costs no Mana.
Force Gloves - Consumable - Action: Spend 2 Mana to banish a Mage. Do this any number of times.
Sorcery - A wrote:Flash of Light - 1 Mana - Fast Action: Banish a Mage.
Everyday Paralocation - Planar wrote: Celerity - 1 Mana - Fast Action: Place a Mage.
Accelerate Time - 2 Mana - Fast Action: Cast another Spell.
Teleport - 3 Mana - Action: Move up to 2 of your Mages to any open slots (you may move them out of the Infirmary).
Caval's Deadliest Magicks - Sorcery wrote: Pyre - 2 Mana - Action: Wound up to two Mages in the same room.
Flamespout - 4 Mana - Action: Wound a Mage, then lock the room it previously occupied.
Volcano - 4 Mana - Fast Action: Banish one Mage belonging to each opponent.
Cu Chulainn- Natural (W.T Fits)
Influence: 14 (2 Merits)
0/5 Intelligence
2/3 Wisdom
9 Gold
6 Mana
Marked Voters: 1, 2, 4, 7, 8, 11, 12
Office: 1/1 Sorcery, 1/2 Natural, 0/2 Divinity
Healing Drops - Consumable - Action: Move a Mage from the Infirmary to an open slot of your choice.
The Arcane Eye - Treasure - EXHAUSTED - Action: Gain a Mark.
Natural Magick - A wrote:Strength of Earth - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room, then replace it with one of your own.
Taming of the Storm - Natural wrote: Zephyr - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room.
Tornado - 2 Mana - Action: Rearrange all Mages in a room.
Hurricane - 3 Mana - Action: Wound a Mage, then rearrange the rest of the Mages in that room.
The Pursuit of Power - Sorcery - EXHAUSTED wrote: Warmth - Free - Action: Gain 2 Mana.
Power - Free - Action: Gain 1 Mana and refresh a Spell.
Intensity - 1 Mana - Action: Refresh a Spell then gain a Research.
The Light that Leads - Sorcery wrote: Illuminate - 2 Mana - Fast Action: Gain a Mark.
Flare - 2 Mana - Fast Action: Take a normal action.
Dazzle - 3 Mana - Fast Action: Take two normal actions.
Wrath of Heaven - Divinity wrote: Justice - 1 Mana - Reaction: When one of your Mages is shadowed or moved by an opponent, wound any placed Mage belonging to that opponent.
Recompense - 1 Mana - Reaction: When one of your Mages is banished, banish a Mage belonging to the player who banished it.
Retribution - 3 Mana - Reaction: After one of your Mages is wounded, choose and wound two Mages owned by the player who wounded yours.
Tenets of Dominance - Mysticism wrote: Mesmerize - 1 Mana - Action: Until your next turn, all Mages (except those immune to Spells) lose their powers.
Mystic Link - 2 Mana - Action: Cast another Spell. Then, place any Mage you control.
Shadow Puppet - 4 Mana - Action: Gain a Secret Supporter.
Nozomi - Mysticism (Dexanth)
Influence: 16 (2 Merits)
0/3 Intelligence
1/5 Wisdom
4 Gold
5 Mana
Marked Voters: 1, 2, 3, 6, 7, 8, 11
Office: 1/2 Sorcery, 2/2 Mysticism, 1/1 Planar, 0/1 Divinity
Mana Crystal - Treasure - EXHAUSTED - Action: Gain 2 Mana.
Endless Coin Purse - Treasure - Action: Gain 1 Gold. Gain a Buy.
Gilded Chalice - Treasure - Action: Gain 2 IP.
Mysticism - B wrote:Dark Pact - 1 Mana - Action: Banish one of your own Mages and wound another Mage.
The Darkness Within - Mysticism wrote: Malaise - 1 Mana - Action: Until your next turn, Mages cannot be placed.
Haunt - 2 Mana - Reaction: When one of your Mages is wounded, moved, or banished, it instead shadows the slot it previously occupied.
Possession - 4 Mana - Action: Swap the owners of two Mages on the board.
Thirteen Greater Mysteries - Mysticism wrote: Mana Drain - Free - Action: Steal 1 mana from a single opponent.
Tap the Well - Free - Action: Cast a Level 1 Spell from the Spell Tableau, paying all costs.
Energy Drain - 4 Mana - Action: During this round, opponents must pay you 1 extra mana in order to cast a Spell.
Songs of Springtime - Natural wrote: Regeneration - Free - Reaction: When one of your Mages is wounded or moved, refresh an exhausted Spell or Treasure.
Regrowth - 1 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot.
Renewal - 2 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot, then refresh an exhausted Spell or Treasure.
Supply: 0 Sorcery, 2 Mysticism, 2 Natural, 1 Planar, 0 Divinity, 1 Neutral

Rooms:
Training Fields A
[Mys - Pin]1(m): 1 INT + 1 WIS
[ ]2: 1 INT
[Mys - Chrys]3: 1 WIS

Courtyard A
[Sorc - Pin]1(m): Mana = WIS +2
[ ]2: Mana = WIS
[ ]3: 3 Mana

Chapel A
[ ]1(m): 1 INT + 1 WIS + 1 Mark
[Sorc - Noz]2: 2 IP + 1 Mark
[ ]3: 2 Gold/2 Mana + 1 Mark

Catacombs A
[Pla - Chrys - Shad][Div - Cu]1(m): Secret Supporter + 1 Mark
[Div - Noz]2: 2 IP
[ ]3: 1 IP per player with more

Guilds A
[Na - Twi]1(m): 8 Gold/4 Mana
[Pla - Pin]2: 6 Gold/3 Mana
[ ]3: 4 Gold/2 Mana

Adventuring A
[Div - Cu]1(m): Secret Supporter + 3 Gold
[ ]2: Vault Card/2 IP/1 INT
[ ]3: Spell Card/2 IP/1 WIS

Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick 1 IP
[ ]2: 2nd Pick 1 IP
[ ]3: 3rd Pick 1 IP

Student Stores A
[ ]1(m): 3 Buys
[Nat - Cu]2: 2 Buys
[ ]3: 1 Buy
May spend Buy + 4 Gold for 1 INT/1 WIS/1 Research

Council Chamber A
(Limit 1 per player)
[ ]1(m): Draft Supporter/1 Mark
[Div - Pin]2: Draft Supporter/1 Mark
[ ]3: Draft Supporter/1 Mark
[ ]4: Draft Supporter/1 Mark
[ ]5: Draft Supporter/1 Mark

Astronomy Tower A
Claim reward after moving space(s)
[Div - Twi]1(m): Move space free, then 1 Gold per space
[ ]2: 2 Gold per space
[ ]3: 4 Gold per space
1 WIS + 2 Mana/2 Research/8 Gold/1 INT + 1 Research/4 Mana/2 Marks

Library A
[ ]1(m): 1 WIS + 1 Vault
[ ]2(m): 1 INT + 1 Research
[ ]3: 1 Buy + 1 Research
[Sorc - Twi]4: 1 INT/1 WIS/1 Research

Infirmary A
Wounded goes here. No direct placement.
Immediate: 2 Gold/1 Mana/1 IP
[ ]

Bell Tower
Initiative (1st player)
Popularity (1 IP)
Resourcefulness (2 Gold/1 Mana)
Strength (Heal)
Power (-1 Spell Costs)

Tableau
Vault
Dust and Cobwebs

Supporters
Raffique Van Anzel - Planar - Action: Swap 2 Gold for 1 Research, up to 4 times.
Welsie Acktern - Planar - Action: Gain 2 Research.
Quan Gon Kall - Sorcery - Fast Action: Gain 2 IP.
Wandering Calculus - Planar - No effect. Discard this card.
Wilhelm Barts - Planar - Action: Swap 3 Gold for a Planar Mage from the supply.

Spells
The Gift of Fire - Sorcery wrote: Firebolt - 1 Mana - Action: Wound a Mage.
Fireball - 3 Mana - Action: Choose two adjacent rooms, wound one Mage in each.
Inferno - 6 Mana - Action: Wound all Mages in two adjacent rooms
Heart of the Mountain - Natural wrote: Oakskin - 1 Mana - Action: Until your next turn, your Mages are immune to being wounded and moved.
Stoneskin - 4 Mana - Action: For the rest of the round, your Mages are immune to being wounded and moved.
Diamondskin - 6 Mana - Action: For the rest of the round, your mages lose their innate powers, but become immune to all negative effects.
Of Mortal Form - Divinity wrote: Heal - Free - Action: Return a Mage from the Infirmary to its owner's Office.
Amelioration - 1 Mana - Action: Move a Mage from the Infirmary to an open slot of your choice.
Innervation - 2 Mana - Action: Move a Mage from the Infirmary to any slot. You may wound an opponent's Mage in order to place your own.

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Tue Apr 07, 2020 8:11 pm

##Neutral to Courtyard 2
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Re: [A:TC] Back to School

Post by Void Chicken (?) » Sat Apr 11, 2020 5:07 pm

Well, things have happened and ToastGhost is no longer able to play. Here's how I'm going to handle it:

Each of Twilight's turns for the rest of the round are going to be skipped, but those mages will remain on the board. After this round's resolution, Adventuring and the Astronomy Tower will be removed, and adjacency rearranged like so:

Code: Select all

+--------------+--------------+--------------+--------------+
|              |   Training   |  Courtyard   |    Chapel    |
+--------------+--------------+--------------+--------------+
|  Catacombs   |    Guilds    |    Vault     | Stud. Stores |
+--------------+--------------+--------------+--------------+
| Council Cmbr |   Library    |  Infirmary   |              |
+--------------+--------------+--------------+--------------+
late edit: Also Volcano's and Energy Drain's mana costs have been reduced to 3.

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Re: [A:TC] Back to School

Post by sharkmafia (?) » Thu Apr 16, 2020 7:37 am

##Spend 1 mana to wound fits's divinity mage on catacombs 1, place sorcery mage there
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Thu Apr 16, 2020 4:42 pm

##Gain 1 mana
##Action: Spend 1 mana to wound Shark's sorcery mage on catacombs 1 and replace it with my own Sorcery mage

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Re: [A:TC] Back to School

Post by Dexanth (?) » Fri Apr 17, 2020 1:24 am

Mana Drain Chrysalis, Mystic to Council Chamber 1

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Re: [A:TC] Back to School

Post by sharkmafia (?) » Fri Apr 17, 2020 1:33 am

##gain 1 mana
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Re: [A:TC] Back to School

Post by Void Chicken (?) » Fri Apr 17, 2020 1:38 am

Round 5

Players
Chrysalis - Neutral (Bremen)
Influence: 18 (3 Merits)
1/4 Intelligence
1/5 Wisdom
21 Gold
4 Mana
Marked Voters: 1, 2, 7, 10, 11, 12
Office: 0/1 Mysticism, 1/1 Natural, 0/1 Planar, 1/1 Divinity, 2/2 Neutral
Tanis Tirilives - Divinity - Action: Swap 1 Gold for 1 Mana, up to 5 times.
Mystic Amulet - Treasure - Reaction: After an opponent banishes or shadows one of your Mages, you may move your Mage to any open slot on the board.
Ancient Armor - Treasure - EXHAUSTED - Reaction: After an opponent moves or wounds one of your Mages, you may move your Mage to any open slot on the board.
Spellblade - Treasure - Action: Wound a Mage, then place one of yours into its slot.
Neutral - A wrote:Living Image - 1 Mana - Action: Place a neutral Mage from the supply into an empty slot, claiming it as your own. Return it to the supply after the round.
Sorcerous Inspiration - Sorcery - EXHAUSTED wrote: Luminosity - 1 Mana - Action: Gain a Mark.
Brilliance - 2 Mana - Action: Gain two Research
Radiance - 3 Mana - Action: Gain a Research, refresh an exhausted Spell, then gain a Mark.
The Grasping Darkness - Mysticism - EXHAUSTED wrote: Repeating Hex - 2 Mana - Action: Swap this Spell for a (non-starter, non-legendary) level 1 Spell from another player and exhaust both Spells.
Telethany - 3 Mana - Action: Discard an opponent's (non-starter, non-legendary) level 1 Spell to the bottom of the Spell Deck.
Deathly Paling - 3 Mana - Action: Steal 1 unspent INT from a player with more INT than you OR steal 1 unspent WIS from a player with more WIS than you.
A Brighter Flame - Sorcery wrote: Inner Fire - 1 Mana - Action: For the rest of the round, your Spells cost 1 less mana.
Kindle - 2 Mana - Fast Action: Refresh an exhausted Spell.
Immolation - 3 Mana - Fast Action: Place a Mage into any slot. If the slot is occupied, wound the Mage there and take its place.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 14 (2 Merits)
2/4 Intelligence
3/4 Wisdom
6 Gold
2 Mana
Marked Voters: 1, 2, 4, 5, 6, 8, 11, 12
Office: 0/2 Sorcery, 0/1 Mysticism, 0/1 Planar, 0/1 Divinity
Vellimoor Cantz - Sorcery - Action: Gain 2 Research. Use this research only on Sorcery Spells.
Mystic Lantern - Consumable - Fast Action: Look at the top 3 cards of the Supporter Deck. Gain one as a Secret Supporter and discard the others.
Bottled Memories - Consumable - Fast Action: Refresh an exhausted Spell.
Runestone - Consumable - Fast Action: Gain 1 INT OR gain 1 WIS.
Mana Elixir - Consumable - Fast Action: The next Spell you play this turn costs no Mana.
Force Gloves - Consumable - Action: Spend 2 Mana to banish a Mage. Do this any number of times.
Sorcery - A wrote:Flash of Light - 1 Mana - Fast Action: Banish a Mage.
Everyday Paralocation - Planar wrote: Celerity - 1 Mana - Fast Action: Place a Mage.
Accelerate Time - 2 Mana - Fast Action: Cast another Spell.
Teleport - 3 Mana - Action: Move up to 2 of your Mages to any open slots (you may move them out of the Infirmary).
Caval's Deadliest Magicks - Sorcery wrote: Pyre - 2 Mana - Action: Wound up to two Mages in the same room.
Flamespout - 4 Mana - Action: Wound a Mage, then lock the room it previously occupied.
Volcano - 3 Mana - Fast Action: Banish one Mage belonging to each opponent.
Cu Chulainn- Natural (W.T Fits)
Influence: 14 (2 Merits)
0/5 Intelligence
2/3 Wisdom
9 Gold
6 Mana
Marked Voters: 1, 2, 4, 7, 8, 11, 12
Office: 0/1 Sorcery, 1/2 Natural, 0/2 Divinity
Healing Drops - Consumable - Action: Move a Mage from the Infirmary to an open slot of your choice.
The Arcane Eye - Treasure - EXHAUSTED - Action: Gain a Mark.
Natural Magick - A wrote:Strength of Earth - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room, then replace it with one of your own.
Taming of the Storm - Natural wrote: Zephyr - 1 Mana - Action: Move an opponent's Mage to another open slot in the same room.
Tornado - 2 Mana - Action: Rearrange all Mages in a room.
Hurricane - 3 Mana - Action: Wound a Mage, then rearrange the rest of the Mages in that room.
The Pursuit of Power - Sorcery - EXHAUSTED wrote: Warmth - Free - Action: Gain 2 Mana.
Power - Free - Action: Gain 1 Mana and refresh a Spell.
Intensity - 1 Mana - Action: Refresh a Spell then gain a Research.
The Light that Leads - Sorcery wrote: Illuminate - 2 Mana - Fast Action: Gain a Mark.
Flare - 2 Mana - Fast Action: Take a normal action.
Dazzle - 3 Mana - Fast Action: Take two normal actions.
Wrath of Heaven - Divinity wrote: Justice - 1 Mana - Reaction: When one of your Mages is shadowed or moved by an opponent, wound any placed Mage belonging to that opponent.
Recompense - 1 Mana - Reaction: When one of your Mages is banished, banish a Mage belonging to the player who banished it.
Retribution - 3 Mana - Reaction: After one of your Mages is wounded, choose and wound two Mages owned by the player who wounded yours.
Tenets of Dominance - Mysticism wrote: Mesmerize - 1 Mana - Action: Until your next turn, all Mages (except those immune to Spells) lose their powers.
Mystic Link - 2 Mana - Action: Cast another Spell. Then, place any Mage you control.
Shadow Puppet - 4 Mana - Action: Gain a Secret Supporter.
Nozomi - Mysticism (Dexanth)
Influence: 16 (2 Merits)
0/3 Intelligence
1/5 Wisdom
4 Gold
6 Mana
Marked Voters: 1, 2, 3, 6, 7, 8, 11
Office: 1/2 Sorcery, 1/2 Mysticism, 1/1 Planar, 0/1 Divinity
Mana Crystal - Treasure - EXHAUSTED - Action: Gain 2 Mana.
Endless Coin Purse - Treasure - Action: Gain 1 Gold. Gain a Buy.
Gilded Chalice - Treasure - Action: Gain 2 IP.
Mysticism - B wrote:Dark Pact - 1 Mana - Action: Banish one of your own Mages and wound another Mage.
The Darkness Within - Mysticism wrote: Malaise - 1 Mana - Action: Until your next turn, Mages cannot be placed.
Haunt - 2 Mana - Reaction: When one of your Mages is wounded, moved, or banished, it instead shadows the slot it previously occupied.
Possession - 4 Mana - Action: Swap the owners of two Mages on the board.
Thirteen Greater Mysteries - Mysticism - EXHAUSTED wrote: Mana Drain - Free - Action: Steal 1 mana from a single opponent.
Tap the Well - Free - Action: Cast a Level 1 Spell from the Spell Tableau, paying all costs.
Energy Drain - 3 Mana - Action: During this round, opponents must pay you 1 extra mana in order to cast a Spell.
Songs of Springtime - Natural wrote: Regeneration - Free - Reaction: When one of your Mages is wounded or moved, refresh an exhausted Spell or Treasure.
Regrowth - 1 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot.
Renewal - 2 Mana - Reaction: When one of your Mages is wounded or moved, place it into an empty slot, then refresh an exhausted Spell or Treasure.
Supply: 0 Sorcery, 2 Mysticism, 2 Natural, 1 Planar, 0 Divinity, 1 Neutral

Rooms:
Training Fields A
[Mys - Pin]1(m): 1 INT + 1 WIS
[ ]2: 1 INT
[Mys - Chrys]3: 1 WIS

Courtyard A
[Sorc - Pin]1(m): Mana = WIS +2
[Neu - Twi]2: Mana = WIS
[ ]3: 3 Mana

Chapel A
[ ]1(m): 1 INT + 1 WIS + 1 Mark
[Sorc - Noz]2: 2 IP + 1 Mark
[ ]3: 2 Gold/2 Mana + 1 Mark

Catacombs A
[Pla - Chrys - Shad][Sorc - Cu]1(m): Secret Supporter + 1 Mark
[Div - Noz]2: 2 IP
[ ]3: 1 IP per player with more

Guilds A
[Na - Twi]1(m): 8 Gold/4 Mana
[Pla - Pin]2: 6 Gold/3 Mana
[ ]3: 4 Gold/2 Mana

Adventuring A
[Div - Cu]1(m): Secret Supporter + 3 Gold
[ ]2: Vault Card/2 IP/1 INT
[ ]3: Spell Card/2 IP/1 WIS

Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick 1 IP
[ ]2: 2nd Pick 1 IP
[ ]3: 3rd Pick 1 IP

Student Stores A
[ ]1(m): 3 Buys
[Nat - Cu]2: 2 Buys
[ ]3: 1 Buy
May spend Buy + 4 Gold for 1 INT/1 WIS/1 Research

Council Chamber A
(Limit 1 per player)
[Mys - Noz]1(m): Draft Supporter/1 Mark
[Div - Pin]2: Draft Supporter/1 Mark
[ ]3: Draft Supporter/1 Mark
[ ]4: Draft Supporter/1 Mark
[ ]5: Draft Supporter/1 Mark

Astronomy Tower A
Claim reward after moving space(s)
[Div - Twi]1(m): Move space free, then 1 Gold per space
[ ]2: 2 Gold per space
[ ]3: 4 Gold per space
1 WIS + 2 Mana/2 Research/8 Gold/1 INT + 1 Research/4 Mana/2 Marks

Library A
[ ]1(m): 1 WIS + 1 Vault
[ ]2(m): 1 INT + 1 Research
[ ]3: 1 Buy + 1 Research
[Sorc - Twi]4: 1 INT/1 WIS/1 Research

Infirmary A
Wounded goes here. No direct placement.
Immediate: 2 Gold/1 Mana/1 IP
[Div - Cu, Sorc - Pin]

Bell Tower
Initiative (1st player)
Popularity (1 IP)
Resourcefulness (2 Gold/1 Mana)
Strength (Heal)

Tableau
Vault
Dust and Cobwebs

Supporters
Raffique Van Anzel - Planar - Action: Swap 2 Gold for 1 Research, up to 4 times.
Welsie Acktern - Planar - Action: Gain 2 Research.
Quan Gon Kall - Sorcery - Fast Action: Gain 2 IP.
Wandering Calculus - Planar - No effect. Discard this card.
Wilhelm Barts - Planar - Action: Swap 3 Gold for a Planar Mage from the supply.

Spells
The Gift of Fire - Sorcery wrote: Firebolt - 1 Mana - Action: Wound a Mage.
Fireball - 3 Mana - Action: Choose two adjacent rooms, wound one Mage in each.
Inferno - 6 Mana - Action: Wound all Mages in two adjacent rooms
Heart of the Mountain - Natural wrote: Oakskin - 1 Mana - Action: Until your next turn, your Mages are immune to being wounded and moved.
Stoneskin - 4 Mana - Action: For the rest of the round, your Mages are immune to being wounded and moved.
Diamondskin - 6 Mana - Action: For the rest of the round, your mages lose their innate powers, but become immune to all negative effects.
Of Mortal Form - Divinity wrote: Heal - Free - Action: Return a Mage from the Infirmary to its owner's Office.
Amelioration - 1 Mana - Action: Move a Mage from the Infirmary to an open slot of your choice.
Innervation - 2 Mana - Action: Move a Mage from the Infirmary to any slot. You may wound an opponent's Mage in order to place your own.

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