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 - 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.
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
[Pla - Twi]3: 3 Mana
Chapel A
[ ]1(m): 1 INT + 1 WIS + 1 Mark
[Nat - Twi - Shad][Neu - Chrys - Temp]2: 2 IP + 1 Mark
[ ]3: 2 Gold/2 Mana + 1 Mark
Catacombs A
[ ]1(m): Secret Supporter + 1 Mark
[Pla - Pin]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
[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
[ ]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
[Div - Twi]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
[Mys - Pin]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 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.
Congratulations to Chrysalis for being the first to have a wounded mage! You've won your choice of 2 Gold, 1 Mana, or 1 IP, delivered immediately to your supplies. What'll it be?
Don't worry everyone else, you can all get in on this too. Just have someone else wound your mage and the loot is yours.
Congratulations to Chrysalis for being the first to have a wounded mage! You've won your choice of 2 Gold, 1 Mana, or 1 IP, delivered immediately to your supplies. What'll it be?
Don't worry everyone else, you can all get in on this too. Just have someone else wound your mage and the loot is yours.
The rest I can understand but I'm surprised you didn't take Guilds 2.
I was planning to... but unfortunately for me, that plan was based on the board state as it was before you put a mage in Guilds 3. Specifically, the plan was going to be Divinity Mage into Guilds 3, then on my next turn, Sorcery Mage Shark out of Guilds 2. But then Void pointed out that you were already in Guilds 3. Whoops.
So between my options of "Sorc Shark out of Guilds 2 now," "Sorc you out of Guilds 3 now," or "figure out something else to do," I went with option 2, because I'm lazy and also because I figure you're already out for my blood anyway, so there's no point in antagonizing Shark right now.
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 - 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.
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
[Div - Twi]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
[ ]4: 1 INT/1 WIS/1 Research
Infirmary A
Wounded goes here. No direct placement.
Immediate: 2 Gold/1 Mana/1 IP
[Neu - Chrys, Neu - Chrys - Temp]
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.
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.
A quick reminder that if you cannot or do not want to use a particular slot, you can get 1 IP from it instead. I'm going to assume that nobody does unless they have no choice, so please correct me if you have something in mind.
Over in the Training Fields, Nozomi gains herself a Wisdom.
Which combines with the other two in the Courtyard for 3 Mana. Twilight also gets 3 Mana.
In the Chapel, Pinball and Twilight both get 2 IP and a Mark (giving each their first Merit Badge). Shame neither put a wizard in a merit slot. Maybe next round. Cu gets his choice of 2 Gold or 2 Mana, and he'll get a Mark either way.
Down in the Catacombs, Pinball gets another 2 IP. I count two players with more, so that's how much Nozomi gets. Which means now there's three with more than Chrysalis, so nice job enjoy your second badge.
At the Guilds, Pinball gets their choice of 6 Gold and 3 Mana, and Cu gets 4 Gold or 2 Mana.
And I'm going to pause resolution here until things are decided, if y'all don't mind.
Decisions:
Shark, your Infirmary bonus for getting Dark Pacted, and 2 Gold or 2 Mana from the Chapel.
Shark, Toast, W.T.: A Voter to mark. (You may mark the same Voter someone else has if you choose.)
Shark, W.T.: Gold or Mana from the Guilds.
E: Y'know what W.T., go ahead and decide on Adventuring, too. If you choose a Vault Card, you'll get whatever I draw off the top of the deck. If you choose a Spell, I'll draw one and you can decide whether to allocate the INT to keep it (if you don't, you don't get to pick another slot effect).
If anyone wants to preload a decision feel free.
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 - 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.
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
[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.
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.
Cu gains a
Shadow Potion - Consumable - Action: Shadow a slot with one of your Mages.
And maybe a little
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.
Our resident wizard gets 2 Gold from the infirmary, Voter 6 from the chapel, and 3 Mana from the guilds.
The others crack open the vaults to find:
Auric Catalyst - Consumable - Reaction: Reduce any Gold cost (not a swap) you would pay to zero.
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.
Phase Steppers - Consumable - Reaction: When one of your Mages would be wounded, banished, or moved, it shadows its original slot instead.
Bremen gets first pick, then W.T., then Toast. And you can always take the 1 IP if you don't want what's left.
In the stores, Chrysalis buys that shield potion, and it restocks with
The Contract - Consumable - 2 Gold - Fast Action: Gain 3 Research, used on spells of a single type.