Good evening, my faithful staff. On this auspicious occasion, I have an important announcement to make.
Of course, Chancellor Trixie—wait, Celestia's in charge again? This can't be right. Have we done this before?
My school of magic has unlocked many of the mysteries of the universe, and has aided ponykind in uncountable ways.
We have done this before. Did the Department of Planar Studies mess with the timeline again?
However, I've decided to retire. My flight leaves in ten minutes. Bye!
Let's do this again, why not.
Welcome, horsefriends! We are once again playing Argent: The Consortium to wreak all kinds of magical havoc on our local university. For those not familiar with the game, you play as a department head sending your hapless students through the school, placing them to do work so to speak. Instead of amassing points, a bunch of voters will decide the next chancellor.
I need three to five players, please. When you sign up, please have a look through the second post. I need you each to decide which department you want to be (Sorcery, Mysticism, etc.), and whether you want your starting spell to be the A or B side. (Note that the neutral department, i.e. the student council, will have a more complicated game than the others.)
In addition, I would like things a little mixed up. Look at the list of mages and find the one matching your chosen department. Decide if you want the A or B side of that mage's powers for the game, which will apply to every player using that mage. Any mages that go undecided will be random.
Finally, the base game is designed to end just about as all the cool stuff comes online. But if you would like, we can play one extra round for maximum mayhem. Just say you want the Epic Variant and I'll make it happen.
Sorcery - A wrote:Flash of Light - 1 Mana - Fast Action: Banish a Mage.
Mysticism - B wrote:Dark Pact - 1 Mana - Action: Banish one of your own Mages and wound another 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.
Planar Studies - A wrote:Paralocation - 1 Mana - Action: Shadow an opponent's Mage with one of your Mages.
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.
In addition to the spell, the Neutral player will have an extra Merit Badge.
Mages
Sorcery - A wrote:Place: Spend 1 Mana when placing this Mage to Wound an opponent's Mage and take its place.
Mysticism - A wrote:Place: Every time you cast a Spell as a regular Action (after all Reactions) place one Mystic as a free action.
Natural - A wrote:In-Place: Immune to Wounding.
Planar - B wrote:Place: Pay 1 Mana when placing to shadow an opponent's Mage instead.
Divinity - A wrote:In-Place: Immune to all effects of opponents' Spells.
Neutral wrote:No special power.
Rooms
Adventuring - A
1 (Merit): Gain a Secret Supporter and 3 Gold
2: Draw a Vault Card OR Gain 2 IP OR Gain 1 INT
3: Draw a Spell Card OR Gain 2 IP OR Gain 1 WIS
Astronomy Tower - A This room has 6 spaces in a loop. After moving the marker at least 1 space, claim the reward on it. The spaces are:
1 WIS + 2 Mana, 2 Research, 8 Gold, 1 INT + 1 Research, 4 Mana, 2 Marks
1 (Merit): Move 1 space for free, then pay 1 Gold per space
2: Pay 2 Gold per space moved
3: Pay 4 Gold per space moved
Catacombs - A
1 (Merit): Draw a Secret Supporter, then gain a Mark
2: Gain 2 IP
3: Gain 1 IP for each player with more IP than you
Chapel - A
1 (Merit): Gain 1 INT, gain 1 WIS, and gain a Mark
2: Gain 2 IP and gain a Mark
3: Gain 2 Gold OR gain 2 Mana; gain a Mark
Council Chamber - A - Central
No more than 1 Mage per player in this room.
1 (Merit)/2/3/4/5: Draft a Supporter OR gain a Mark
Courtyard - A
1 (Merit): Gain Mana equal to your WIS + 2
2: Gain Mana equal to your WIS
3: Gain 3 Mana
Guilds - A
1 (Merit): Gain 8 Gold OR gain 4 Mana
2: Gain 6 Gold OR gain 3 Mana
3: Gain 4 Gold OR gain 2 Mana
Infirmary - A - Central
Wounded Mages move to this room. Gain a reward when one of your Mages moves here. You cannot place here directly.
Immediately gain 2 Gold OR gain 1 Mana OR gain 1 IP
Library - A - Central
1 (Merit): Gain 1 WIS AND draft a Vault Card
2 (Merit): Gain 1 INT AND gain 1 Research
3: Gain a Buy AND gain 1 Research
4: Gain 1 INT OR gain 1 WIS OR gain 1 Research
Student Stores - A
1 (Merit): Gain 3 Buys
2: Gain 2 Buys
3: Gain a Buy
As a Buy, you may buy 1 INT, 1 WIS, or 1 Research for 4 Gold.
Training Fields - A
1 (Merit): Gain 1 INT AND gain 1 WIS
2: Gain 1 INT
3: Gain 1 WIS
Vault - A
When this room resolves, reveal the top 3 cards of the Vault Deck.
1 (Merit)/2/3: Select and gain one of the revealed cards
Initiative: You will be First Player during the next round. Popularity: Gain 1 IP. Resourcefulness: Gain 2 Gold or gain 1 Mana. Strength: Heal a Mage in the Infirmary. (4-5 players) Power: Your Spells cost 1 less Mana for the rest of the round. (5 players)
Possible Voters
Most Influence (Always)
Most Supporters (Always)
2nd-Most Influence
2nd-Most Supporters
Most Consumables
Most Diversity (i.e. different Supporter types plus different Spell types)
Most Divinity (i.e. levels of Research in Divinity Spells plus Divinity Supporters)
Most Gold
Most Intelligence
Most Mana
Most Marks
Most Mysticism
Most Natural Magick
Most Planar Studies
Most Research (i.e. total combined spell levels)
Most Sorcery
Most Treasures
Most Wisdom
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.
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.
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 Mana)
Tableau
Vault
Mana Elixir - Consumable - 2 Gold - Fast Action: The next Spell you play this turn costs no Mana.
Shield Potion - Consumable - 1 Gold - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
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.
Supporters
Pendros Schalla - Nature - Action: Swap 3 Gold for a Natural Mage from the supply.
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.
Thank you everyone for joining up. We kick things off with some drafting. If you look at the handy status post, you can see that you all have gotten two of your department's mages. Now you'll each take one in reverse turn order, a second in forwards turn order, and one more in reverse again for a total of five. Remember that the supply is limited, and you can never have more than two of the same type. Except neutral but there is zero reason to draft those.
Some of the mages this game have their B-side powers and I've edited the second post accordingly. Feel free to double-check before you choose.
After this, you'll get to peek at a voter. If you remember, Voter 1 is Most Influence and Voter 2 is Most Supporters. So pick a number between 3 and 12 at some point and I'll tell you which voter that is after the draft. Don't pick one someone else has.
I'll take one Divinity please. Also, sorry for not responding sooner, I thought the Discord ping was my Sunday D&D group just chatting with each other about random stuff.
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.
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.
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 Mana)
Tableau
Vault
Mana Elixir - Consumable - 2 Gold - Fast Action: The next Spell you play this turn costs no Mana.
Shield Potion - Consumable - 1 Gold - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
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.
Supporters
Pendros Schalla - Nature - Action: Swap 3 Gold for a Natural Mage from the supply.
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.
As most of you voted, this will be an Epic Game, going to six rounds before the voters decide the next chancellor.
The students are ready to head to their classrooms. And the various department heads are ready to use them to further their personal goals. Let's begin, shall we?
Useful reminders!
- You get one Fast Action and one normal Action per turn.
- The round ends when the last Bell Tower Card is taken (which is an Action). Taking one ends your turn on the spot.
- Spells and Treasures are usable once per round. Consumables and Supporters are once per game, but still count towards their Voters.
- Research is how you gain spells. Allocate INT to gain one from the Tableau with the first level unlocked, or WIS to unlock the next level of one you have.
- Every slot also has a shadow slot. You can't place into the shadow slot or do anything to a mage in one unless some effect (read: Planar) specifies otherwise. Shadowing Mages lose their powers. Using a spell to shadow a Mage counts as using the spell on it, so the Divinity Mage power is a thing here.
- Room effects do not occur until the round ends (except the Infirmary). They are resolved in the order they're listed, normal slot before shadow.
- You can only use one Merit slot per seven IP you have, but can still place a mage there if you think you'll have that seventh IP by the time it resolves. (And Chryssy gets an extra one for being Neutral.)
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.
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.
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
[Nat - Twi - Shad][Neu - Crys - Temp]2: 2 IP + 1 Mark
[ ]3: 2 Gold/2 Mana + 1 Mark
Catacombs A
[ ]1(m): Secret Supporter + 1 Mark
[ ]2: 2 IP
[Div - Noz]3: 1 IP per player with more
Guilds A
[ ]1(m): 8 Gold/4 Mana
[Div - 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
[Nat - Cu]3: Spell Card/2 IP/1 WIS
Vault A
Reveal 3 on resolution
[ ]1(m): 1st Pick
[Mys - Chrys]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 Mana Costs)
Tableau
Vault
Mana Elixir - Consumable - 2 Gold - Fast Action: The next Spell you play this turn costs no Mana.
Shield Potion - Consumable - 1 Gold - Reaction: When one of your Mages would be wounded, banished, or moved, place it into any empty slot instead.
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.
Supporters
Pendros Schalla - Nature - Action: Swap 3 Gold for a Natural Mage from the supply.
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.