[A:TC] Back to School

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Sun Oct 27, 2019 5:26 pm

A bottle of
Liquid Lightning - Consumable - 1 Gold - Fast Action: Place a Mage.
ends up in the Tableau.

And then we get to the council chamber. First Chrysalis then Nozomi can either take one of the five Supporters there in the Tableau (which don't restock until the round's over), or pick a Voter to Mark.

Then Nozomi can decide what she wants to do with the Astronomy Tower.

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Sun Oct 27, 2019 5:34 pm

Round 1 Resolution

Players
Chrysalis - Neutral (Bremen)
Influence: 8 (2 Merit)
2/2 Intelligence
2/2 Wisdom
5 Gold
2 Mana
Marked Voters: 1, 2, 7
Office: 0/1 Mysticism, 0/1 Planar, 0/1 Divinity, 0/2 Neutral
Pendros Schalla - Nature - Action: Swap 3 Gold for a Natural Mage from the supply.
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.
Shield Potion - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
The Contract - Consumable - 2 Gold - Fast Action: Gain 3 Research, used on spells of a single type.
Neutral - A - EXHAUSTED 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.
Twilight - Planar Studies (ToastGhost)
Influence: 7 (1 Merit)
2/2 Intelligence
2/2 Wisdom
8 Gold
3 Mana
Marked Voters: 1, 2, 9, 10
Office: 0/1 Sorcery, 0/1 Natural, 0/2 Planar, 0/1 Divinity
Auric Catalyst - Consumable - Reaction: Reduce any Gold cost (not a swap) you would pay to zero.
Planar Studies - A - EXHAUSTED wrote:Paralocation - 1 Mana - Action: Shadow an opponent's Mage with one of your Mages.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 10 (1 Merit)
2/2 Intelligence
2/2 Wisdom
8 Gold
3 Mana
Marked Voters: 1, 2, 5, 6
Office: 0/2 Sorcery, 0/1 Mysticism, 0/1 Planar, 0/1 Divinity
Sorcery - A wrote:Flash of Light - 1 Mana - Fast Action: Banish a Mage.
Cu Chulainn- Natural (W.T Fits)
Influence: 5 (0 Merit)
1/2 Intelligence
2/2 Wisdom
10 Gold
2 Mana
Marked Voters: 1, 2, 4, 8
Office: 0/1 Sorcery, 0/2 Natural, 0/2 Divinity
Shadow Potion - Consumable - Action: Shadow a slot with one of your Mages.
Phase Steppers - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows its original slot instead.
Natural Magick - A - EXHAUSTED 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.
Nozomi - Mysticism (Dexanth)
Influence: 7 (1 Merit)
2/2 Intelligence
3/3 Wisdom
6 Gold
4 Mana
Marked Voters: 1, 2, 3
Office: 0/1 Sorcery, 0/2 Mysticism, 0/1 Planar, 0/1 Divinity
Mysticism - B - EXHAUSTED wrote:Dark Pact - 1 Mana - Action: Banish one of your own Mages and wound another Mage.
Supply: 1 Sorcery, 2 Mysticism, 3 Natural, 1 Planar, 0 Divinity, 2 Neutral

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

Courtyard A
[ ]1(m): Mana = WIS +2
[Pla - Noz]2: Mana = WIS
[Pla - Twi]3: 3 Mana

Chapel A
[ ]1(m): 1 INT + 1 WIS + 1 Mark
[Nat - Twi - Shad][Sorc - Pin]2: 2 IP + 1 Mark
[Div - Cu]3: 2 Gold/2 Mana + 1 Mark

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

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

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

Vault A
Reveal 3 on resolution
[Mys - Chrys]1(m): 1st Pick
[Nat - Cu]2: 2nd Pick
[Sorc - Twi]3: 3rd Pick

Student Stores A
[ ]1(m): 3 Buys
[Neu - Chrys]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)
[Div - Chrys]1(m): Draft Supporter/1 Mark
-- You are here --
[Mys - Noz]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
[Mys - Noz]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
[Pla - Twi - Shad][Mys - Pin]3: 1 Buy + 1 Research
[Neu - Chrys]4: 1 INT/1 WIS/1 Research

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

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

Tableau
Vault
Mana Elixir - Consumable - 2 Gold - Fast Action: The next Spell you play this turn costs no Mana.
Mystic Lantern - Consumable - 3 Gold - Fast Action: Look at the top 3 cards of the Supporter Deck. Gain one as a Secret Supporter and discard the others.
Liquid Lightning - Consumable - 1 Gold - Fast Action: Place a Mage.

Supporters
Adelaide Chivers - Planar - Action: Gain 2 Research. Use this research only on Planar Spells.
Alec Russel Zane - Sorcery - Action: Swap 3 Gold for a Sorcery Mage from the supply.
White Ash - Wild - Endgame: Choose the type of this Supporter before Voters are revealed.
Alumis - Mystic - Action: Gain 2 Marks.

Spells
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.
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.
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.

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Re: [A:TC] Back to School

Post by Dexanth (?) » Sun Oct 27, 2019 6:45 pm

Take Alec Russell Zane, Research The Darkness Within, if I get to see the next spell before spending research ill wait, otherwise Research it to level 2

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Sun Oct 27, 2019 7:38 pm

The next spell happens to be
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.
if you'd like it instead of darkness within 2.

Speaking of Research, shark and Toast (in that order) both get one along with a buy, then Bremen gets an INT, WIS, or Research before Round 2 starts.

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Re: [A:TC] Back to School

Post by Dexanth (?) » Mon Oct 28, 2019 8:05 am

Yea take Thirteen Greater Mysteries

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Mon Oct 28, 2019 9:20 am

Then next on the deck for Pinball's perusal is
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).
So a Research and Buy, please.

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Mon Oct 28, 2019 10:32 am

Pinball procures paralocation and a lantern I can't alliterate, and the tableau gains a two-pack of

Invisibility Cloak - Treasure - 4 Gold - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
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.
For Twilight to look over.

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Mon Oct 28, 2019 10:34 am

##Take the cloak for 4 gold bits, research Will of the Divines
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Re: [A:TC] Back to School

Post by Void Chicken (?) » Mon Oct 28, 2019 10:40 am

The Tableau gets an item that nobody has any way to get so whatever, and the last spell draw of the round is
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.
So Chrysalis can Research that, or pick up an INT or WIS.

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Re: [A:TC] Back to School

Post by Bremen (?) » Mon Oct 28, 2019 11:28 am

##Take 1 WIS

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Mon Oct 28, 2019 12:41 pm

Round 2

Players
Chrysalis - Neutral (Bremen)
Influence: 8 (2 Merits)
2/2 Intelligence
3/3 Wisdom
5 Gold
2 Mana
Marked Voters: 1, 2, 7
Office: 1/1 Mysticism, 1/1 Planar, 1/1 Divinity, 2/2 Neutral
Pendros Schalla - Nature - Action: Swap 3 Gold for a Natural Mage from the supply.
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.
Shield Potion - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
The Contract - Consumable - 2 Gold - Fast Action: Gain 3 Research, used on spells of a single type.
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.
Twilight - Planar Studies (ToastGhost)
Influence: 7 (1 Merit)
1/2 Intelligence
2/2 Wisdom
4 Gold
3 Mana
Marked Voters: 1, 2, 9, 10
Office: 1/1 Sorcery, 1/1 Natural, 2/2 Planar, 1/1 Divinity
Auric Catalyst - Consumable - Reaction: Reduce any Gold cost (not a swap) you would pay to zero.
Invisibility Cloak - Treasure - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
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.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 10 (1 Merit)
1/2 Intelligence
2/2 Wisdom
5 Gold
3 Mana
Marked Voters: 1, 2, 5, 6
Office: 2/2 Sorcery, 1/1 Mysticism, 1/1 Planar, 1/1 Divinity
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.
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).
Cu Chulainn- Natural (W.T Fits)
Influence: 5 (0 Merit)
1/2 Intelligence
2/2 Wisdom
10 Gold
2 Mana
Marked Voters: 1, 2, 4, 8
Office: 1/1 Sorcery, 2/2 Natural, 2/2 Divinity
Shadow Potion - Consumable - Action: Shadow a slot with one of your Mages.
Phase Steppers - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows its original slot instead.
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.
Nozomi - Mysticism (Dexanth)
Influence: 7 (1 Merit)
0/2 Intelligence
3/3 Wisdom
4 Gold
4 Mana
Marked Voters: 1, 2, 3
Office: 1/1 Sorcery, 2/2 Mysticism, 1/1 Planar, 1/1 Divinity
Alec Russel Zane - Sorcery - Action: Swap 3 Gold for a Sorcery Mage from the supply.
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: 1 Sorcery, 2 Mysticism, 3 Natural, 1 Planar, 0 Divinity, 2 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
[ ]2: 2nd Pick
[ ]3: 3rd Pick

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
Sealed Scroll - Treasure - 5 Gold - Fast Action: Research a Legendary Spell of your choice, then discard this card.
Malefic Torch - Consumable - 5 Gold - Action: Spend 2 Mana to wound a Mage. Repeat this any number of times.
Bottled Memories - Consumable - 1 Gold - Fast Action: Refresh an exhausted Spell.

Supporters
Yinsei Arlington - Nature - Fast Action: Move a Mage into another slot in the same room.
Salamander - Sorcery - No effect. Discard this card.
Allys Mehrmus - Sorcery - Fast Action: Gain 3 IP.
Kavri Shi Shorec - Divinity - Action: Swap 3 Gold for a Divinity Mage from the supply.
St. Mikhail Isen - Divinity - Fast Action: Gain 4 Mana.

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
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.
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 Void Chicken (?) » Mon Oct 28, 2019 12:42 pm

A new round begins, this time with more firepower at your disposal. All cards in the Tableau have been buried and re-drawn and your spells have been refreshed.

ToastGhost is first to go, since he took Initiative last round. Then sharkmafia and so on. The list just still starts with Bremen because I'm a lazy butt for consistency.

Keep in mind that you can only cast the first level of your spells until you use Research (and WIS) to unlock the others. And once they are unlocked, using any level of a spell exhausts the whole thing.

And the Sealed Scroll mentions Legendary Spells, so here's the list for reference:
Moste Holie Litanies - Divinity wrote: Sanctification - 1 Mana - Fast Action: Until the start of your next turn, your Mages are immune to wounding.
Protective Aura - 2 Mana - Action: For the rest of the round, your Mages are immune to wounding.
Consecration - 6 Mana - Action: Place as many Mages as you wish into a single room, then Lock that room.
On the Weakness of Flesh - Mysticism wrote: Disease - Free - Action: Wound a Mage OR banish a Mage.
Plague - 1 Mana - Action: Choose two adjacent rooms. Wound one Mage in each of them.
Pestilence - 4 Mana - Action: Choose up to four adjacent rooms. Wound one Mage in each of them.
Master Book of Starcalling - Natural wrote: Ice Comet - 3 Mana - Action: In a single room, wound a Mage, banish a Mage, and move a Mage to an open slot in the same room.
Meteor - 4 Mana - Action: Place a Mage into a room, then lock that room for the rest of the round.
Cataclysm - 4 Mana - Action: Banish all Mages in a room, then lock that room for the rest of the round.
Infinite Universes Realized - Planar wrote: Event Horizon- 2 Mana - Action: Shadow two Mages with two of your Mages.
Zero Hour - 3 Mana - Fast Action: For the rest of the round, your Mages can shadow opponents' Mages when placed.
Inversion - 3 Mana - Action: All of your placed Mages move to the shadow position if able. For the rest of the round, you must shadow mages or empty slots.
Caval's Deadlist 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.
A Locked room cannot be placed into. Mages inside are stuck there for the rest of the round. Room adjacency is determined by the nifty little chart in the second post.

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Mon Oct 28, 2019 1:15 pm

##Natural Mage, Chapel 1
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Re: [A:TC] Back to School

Post by sharkmafia (?) » Tue Oct 29, 2019 2:32 pm

##Divinity mage, Chapel 2
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Tue Oct 29, 2019 2:46 pm

##Natural Mage to Guilds 2

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Re: [A:TC] Back to School

Post by Dexanth (?) » Tue Oct 29, 2019 9:25 pm

Pay 1 mana, planar mage shadows Chapel 1

Ohh, I could be mysterious, but I think it's nice to let everyone know that I love studying! Or I just like student council presidents, or those like them. Hello, Twilight, whose a good horsie? Don't mind me, I'll just be...praying~!

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Re: [A:TC] Back to School

Post by Bremen (?) » Tue Oct 29, 2019 9:45 pm

##Place Divinity Mage on Council Chamber 2

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Thu Oct 31, 2019 12:22 am

##Divinity mage in Council Chamber 3
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Re: [A:TC] Back to School

Post by sharkmafia (?) » Thu Oct 31, 2019 11:45 pm

##mysticism mage on guilds 1
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Fri Nov 01, 2019 1:52 am

##Natural Mage to Council Chamber 4

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Re: [A:TC] Back to School

Post by Dexanth (?) » Fri Nov 01, 2019 4:38 pm

Spend 3 gold to use Alec Russell to get a sorcery mage

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Re: [A:TC] Back to School

Post by Bremen (?) » Fri Nov 01, 2019 5:28 pm

##Cast Living Image for 1 mana to put a neutral mage on Vault 2
##Free action put a mystic mage on Adventuring 2

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Fri Nov 01, 2019 5:34 pm

##Planar Mage Ability to shadow Chapel 2
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Re: [A:TC] Back to School

Post by Void Chicken (?) » Fri Nov 01, 2019 6:18 pm

Round 2

Players
Chrysalis - Neutral (Bremen)
Influence: 8 (2 Merits)
2/2 Intelligence
3/3 Wisdom
5 Gold
1 Mana
Marked Voters: 1, 2, 7
Office: 0/1 Mysticism, 1/1 Planar, 0/1 Divinity, 2/2 Neutral
Pendros Schalla - Nature - Action: Swap 3 Gold for a Natural Mage from the supply.
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.
Shield Potion - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
The Contract - Consumable - Fast Action: Gain 3 Research, used on spells of a single type.
Neutral - A - EXHAUSTED 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.
Twilight - Planar Studies (ToastGhost)
Influence: 7 (1 Merit)
1/2 Intelligence
2/2 Wisdom
4 Gold
2 Mana
Marked Voters: 1, 2, 9, 10
Office: 1/1 Sorcery, 0/1 Natural, 1/2 Planar, 0/1 Divinity
Auric Catalyst - Consumable - Reaction: Reduce any Gold cost (not a swap) you would pay to zero.
Invisibility Cloak - Treasure - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
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.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 10 (1 Merit)
1/2 Intelligence
2/2 Wisdom
5 Gold
3 Mana
Marked Voters: 1, 2, 5, 6
Office: 2/2 Sorcery, 0/1 Mysticism, 1/1 Planar, 0/1 Divinity
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.
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).
Cu Chulainn- Natural (W.T Fits)
Influence: 5 (0 Merit)
1/2 Intelligence
2/2 Wisdom
10 Gold
2 Mana
Marked Voters: 1, 2, 4, 8
Office: 1/1 Sorcery, 0/2 Natural, 2/2 Divinity
Shadow Potion - Consumable - Action: Shadow a slot with one of your Mages.
Phase Steppers - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows its original slot instead.
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.
Nozomi - Mysticism (Dexanth)
Influence: 7 (1 Merit)
0/2 Intelligence
3/3 Wisdom
1 Gold
3 Mana
Marked Voters: 1, 2, 3
Office: 2/2 Sorcery, 2/2 Mysticism, 0/1 Planar, 1/1 Divinity
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: 1 Sorcery, 2 Mysticism, 3 Natural, 1 Planar, 0 Divinity, 2 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
[Pla - Noz - Shad][Nat - Twi]1(m): 1 INT + 1 WIS + 1 Mark
[Pla - Twi - Shad][Div - Pin]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
[Mys - Pin]1(m): 8 Gold/4 Mana
[Nat - Cu]2: 6 Gold/3 Mana
[ ]3: 4 Gold/2 Mana

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

Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick
[Neu - Chrys - Temp]2: 2nd Pick
[ ]3: 3rd Pick

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 - Chrys]2: Draft Supporter/1 Mark
[Div - Twi]3: Draft Supporter/1 Mark
[Nat - Cu]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
Sealed Scroll - Treasure - 5 Gold - Fast Action: Research a Legendary Spell of your choice, then discard this card.
Malefic Torch - Consumable - 5 Gold - Action: Spend 2 Mana to wound a Mage. Repeat this any number of times.
Bottled Memories - Consumable - 1 Gold - Fast Action: Refresh an exhausted Spell.

Supporters
Yinsei Arlington - Nature - Fast Action: Move a Mage into another slot in the same room.
Salamander - Sorcery - No effect. Discard this card.
Allys Mehrmus - Sorcery - Fast Action: Gain 3 IP.
Kavri Shi Shorec - Divinity - Action: Swap 3 Gold for a Divinity Mage from the supply.
St. Mikhail Isen - Divinity - Fast Action: Gain 4 Mana.

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
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.
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 Dexanth (?) » Sat Nov 02, 2019 2:20 am

SHouldnt the supply have 0 sorcery in it now?

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Re: [A:TC] Back to School

Post by Void Chicken (?) » Sat Nov 02, 2019 8:37 am

I always forget something. Yeah that'll be fixed next status update.

And just to have it in the thread: if an effect would get you a mage from the supply that it's out of, you'll get a neutral instead. If it's out of neutrals, too, then you can't get a mage. If you're at the cap of seven mages, you can put one from your office back in the supply first.

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Re: [A:TC] Back to School

Post by sharkmafia (?) » Sat Nov 02, 2019 11:40 pm

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

Post by W.T. Fits (?) » Sat Nov 02, 2019 11:47 pm

##take Popularity Bell Tower

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Re: [A:TC] Back to School

Post by Dexanth (?) » Sun Nov 03, 2019 10:59 am

Sorcery to Library 3

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Re: [A:TC] Back to School

Post by Bremen (?) » Sun Nov 03, 2019 11:09 am

##Activate Pendros Schalla to gain a Nature Mage for 3 gold

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Mon Nov 04, 2019 7:26 am

##Planar in Chapel 3
ImageImageImage

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Re: [A:TC] Back to School

Post by sharkmafia (?) » Mon Nov 04, 2019 11:21 pm

##Take Resourcefulness Bell Tower (2 gold)
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Re: [A:TC] Back to School

Post by W.T. Fits (?) » Tue Nov 05, 2019 1:31 pm

##Divinity Mage to Student Stores 2

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Re: [A:TC] Back to School

Post by Dexanth (?) » Tue Nov 05, 2019 3:23 pm

Mana Drain on pinball wizard, free mystic to adventuring three

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Re: [A:TC] Back to School

Post by Bremen (?) » Tue Nov 05, 2019 3:49 pm

##Natural mage on Courtyard 1

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Re: [A:TC] Back to School

Post by ToastGhost (?) » Tue Nov 05, 2019 3:54 pm

##Sorceror to Astrology Tower 2

The benevolent princess of friendship has decided not to zap any of you. Bow before the grace of your new god queen. :wingsright:
Last edited by ToastGhost on Tue Nov 05, 2019 8:12 pm, edited 1 time in total.
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Re: [A:TC] Back to School

Post by Dexanth (?) » Tue Nov 05, 2019 7:24 pm

ToastGhost wrote:
Tue Nov 05, 2019 3:54 pm
##Paralocation a sorceror to shadow Astrology Tower 2

The benevolent princess of friendship has decided not to zap any of you. Bow before the grace of your new god queen. :wingsright:
I'm sure it has nothing to do with, ooohh, all of us have defensive actions that mean attacking is wasteful, ne?

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Re: [A:TC] Back to School

Post by sharkmafia (?) » Thu Nov 07, 2019 2:53 pm

##Sorcery on Student Stores 1
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Re: [A:TC] Back to School

Post by Void Chicken (?) » Thu Nov 07, 2019 7:32 pm

Round 2

Players
Chrysalis - Neutral (Bremen)
Influence: 8 (2 Merits)
2/2 Intelligence
3/3 Wisdom
2 Gold
1 Mana
Marked Voters: 1, 2, 7
Office: 0/1 Mysticism, 0/1 Natural, 1/1 Planar, 0/1 Divinity, 2/2 Neutral
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.
Shield Potion - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
The Contract - Consumable - Fast Action: Gain 3 Research, used on spells of a single type.
Neutral - A - EXHAUSTED 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.
Twilight - Planar Studies (ToastGhost)
Influence: 7 (1 Merit)
1/2 Intelligence
2/2 Wisdom
4 Gold
2 Mana
Marked Voters: 1, 2, 9, 10
Office: 0/1 Sorcery, 0/1 Natural, 0/2 Planar, 0/1 Divinity
Auric Catalyst - Consumable - Reaction: Reduce any Gold cost (not a swap) you would pay to zero.
Invisibility Cloak - Treasure - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows the original slot instead.
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.
Pinball Wizard - Sorcery (sharkmafia)
Influence: 10 (1 Merit)
1/2 Intelligence
2/2 Wisdom
7 Gold
2 Mana
Marked Voters: 1, 2, 5, 6
Office: 1/2 Sorcery, 0/1 Mysticism, 0/1 Planar, 0/1 Divinity
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.
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).
Cu Chulainn- Natural (W.T Fits)
Influence: 6 (0 Merit)
1/2 Intelligence
2/2 Wisdom
10 Gold
2 Mana
Marked Voters: 1, 2, 4, 8
Office: 1/1 Sorcery, 0/2 Natural, 1/2 Divinity
Shadow Potion - Consumable - Action: Shadow a slot with one of your Mages.
Phase Steppers - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows its original slot instead.
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.
Nozomi - Mysticism (Dexanth)
Influence: 7 (1 Merit)
0/2 Intelligence
3/3 Wisdom
1 Gold
4 Mana
Marked Voters: 1, 2, 3
Office: 1/2 Sorcery, 1/2 Mysticism, 0/1 Planar, 1/1 Divinity
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 - 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, 2 Neutral

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

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

Chapel A
[Pla - Noz - Shad][Nat - Twi]1(m): 1 INT + 1 WIS + 1 Mark
[Pla - Twi - Shad][Div - Pin]2: 2 IP + 1 Mark
[Pla - Twi]3: 2 Gold/2 Mana + 1 Mark

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

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

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

Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick
[Neu - Chrys - Temp]2: 2nd Pick
[ ]3: 3rd Pick

Student Stores A
[Sorc - Pin]1(m): 3 Buys
[Cu - Div]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 - Chrys]2: Draft Supporter/1 Mark
[Div - Twi]3: Draft Supporter/1 Mark
[Nat - Cu]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
[Sorc - Twi]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
[Sorc - Noz]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
Sealed Scroll - Treasure - 5 Gold - Fast Action: Research a Legendary Spell of your choice, then discard this card.
Malefic Torch - Consumable - 5 Gold - Action: Spend 2 Mana to wound a Mage. Repeat this any number of times.
Bottled Memories - Consumable - 1 Gold - Fast Action: Refresh an exhausted Spell.

Supporters
Yinsei Arlington - Nature - Fast Action: Move a Mage into another slot in the same room.
Salamander - Sorcery - No effect. Discard this card.
Allys Mehrmus - Sorcery - Fast Action: Gain 3 IP.
Kavri Shi Shorec - Divinity - Action: Swap 3 Gold for a Divinity Mage from the supply.
St. Mikhail Isen - Divinity - Fast Action: Gain 4 Mana.

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
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.
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 W.T. Fits (?) » Thu Nov 07, 2019 7:36 pm

##Place Divinity in Catacombs 3

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