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Author Topic: Magitech Mechs  (Read 8831 times)

Varee

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Re: Magitech Mechs
« Reply #105 on: July 23, 2014, 10:42:57 am »

i say not stacking to avoid the chance of him needing to take a wound
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Mephansteras

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Re: Magitech Mechs
« Reply #106 on: July 23, 2014, 10:45:10 am »

Oh, and I added your deck abilities to the OP so it's easier for people to remember them. I'll make sure to include them in the update posts as well.
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notquitethere

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Re: Magitech Mechs
« Reply #107 on: July 23, 2014, 11:24:05 am »

He should use Evasion.
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EagleV

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Re: Magitech Mechs
« Reply #108 on: July 23, 2014, 12:12:04 pm »

I agree with just evasion.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Mephansteras

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Re: Magitech Mechs
« Reply #109 on: July 23, 2014, 12:40:58 pm »

Character Order is: Varee, Eagle, Furtuka, NQT

Enemy Units:
Captain Karus: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 3, Magic 3. HP 15/15  -- 3 Melee Attack against Varee
Magitech Mech: Melee 3 Attack against positions 1 & 3. Defenses: Melee 3, Ranged 2, Magic 4. HP 12/12  -- 3 Melee Attack against Varee & Furtuka
Infantry: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 2, Magic 4. HP 7/7  -- 3 Melee Attack against Varee
Infantry: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 2, Magic 4. HP 7/7  -- 3 Melee Attack against Varee



Attack 1: Melee 3 against Varee:
   Varee: Plays Disarm. 3-3 = 0 Damage
Attack 2: Melee 3 against Varee & Furtuka:
   Varee: Plays Parry. 3-1 = 2 Damage
   Furtuka: Plays Evasion. 3-2 = 1 Damage
Attack 3: Melee 3 against Varee:
   Varee: No Defense. 1 Wound
Attack 4: Melee 3 against Varee:
   Varee: No Defense. 1 Wound   



Characters
Furtuka
Huntsmaster
  Discard 1 = 1 Work
Hunter
  Discard 1 = 1 Ranged Defense
Emerald Star
  Discard 1 = 1 Ranged Attack
Longstrider Upgrade 
Hunters Hawk

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)


notquitethere
Doctor
  Medic
Hammer
  Engineer
Foe Cleaver
  Discard 1 = 1 Melee Attack
Medical Kit
Impact Armour

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)

EagleV
Onyx knight
  Discard 1 = 1 Wealth
Guardian
  Discard 2 = Defend
Hand of Destruction
  Discard 1 = 1 Magic Attack
Defensive Field
Magic Capacitors

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)

Varee
Topaz knight
  Discard 1 = 1 Work
Centurion
  Discard 1 = Discard 1, Draw 1 ANY
Ancestral sword
  Discard 1 = 1 Melee Attack
Engineering kit
Etheric beacon

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)


Time for you guys to get payback! We're now on to your Attack phase.


As a side note: San Diego Comic-Con starts up tonight and I'll be going to that through this Sunday. I'll be home at night, since it is local, but it means my internet access is going to be rather restricted. I'll try to keep the game going as best I can, though.
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Come play Mafia with us!
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Salsacookies

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Re: Magitech Mechs
« Reply #110 on: July 23, 2014, 01:34:08 pm »

This looks fun. Do I need anything here, or is everything handled on the board? I've never played card games, so I may be rather noobish for a bit. Other than reading the instructions, anything else I need to know?
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Furtuka

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Re: Magitech Mechs
« Reply #111 on: July 23, 2014, 01:53:04 pm »

I think I'll have to withdraw from the game. sorry
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It's FEF, not FEOF

Mephansteras

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Re: Magitech Mechs
« Reply #112 on: July 23, 2014, 01:59:41 pm »

I think I'll have to withdraw from the game. sorry

Pity, but I understand. Shouldn't be too hard to find a replacement, though.


This looks fun. Do I need anything here, or is everything handled on the board? I've never played card games, so I may be rather noobish for a bit. Other than reading the instructions, anything else I need to know?

Well, right now the game is limited to 4 players. I can add you to the replacement queue, though. To answer your other questions, the game is entirely done on the board. I'm managing everyone's deck/discard for them, so the players only need to worry about actually playing the game.

Speaking of which:     darkpaladin109, you have first dibs on Furuka's character if you want it. flabort, Rolepgeek, you guys are next in that order if dark paladin doesnt' want to take over.
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"Let us maintain our chill composure." - Toady One

Salsacookies

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Re: Magitech Mechs
« Reply #113 on: July 23, 2014, 02:08:11 pm »

I'd like to be in the replacement queue. Is it necessary for me to set up the deck, or is it optional until I get put in? Either way i'l get it typed up and Pmed.
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Mephansteras

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Re: Magitech Mechs
« Reply #114 on: July 23, 2014, 02:10:05 pm »

Hmm. Honestly not sure if I want people making up new decks if they replace in or if they should keep the previous player's deck.

Might be fine either way, I suppose, as long as I transfer over any Wounds/Damage cards to the new deck to keep the overall progression balanced.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Salsacookies

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Re: Magitech Mechs
« Reply #115 on: July 23, 2014, 02:22:19 pm »

I think the former would be best, so as to not have anyone be shoehorned into one role when they had something else in mind. Wounds cards are fine to be transferred. I agree with that
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Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
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notquitethere

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Re: Magitech Mechs
« Reply #116 on: July 23, 2014, 03:01:40 pm »

Perhaps cards have tags or keywords so players know what counts as an armour card or a general card.

Do my healing and repair cards have to wait until the next phase? I understand I can discard one card to make a melee attack, right?
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Mephansteras

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Re: Magitech Mechs
« Reply #117 on: July 23, 2014, 03:11:06 pm »

Perhaps cards have tags or keywords so players know what counts as an armour card or a general card.

Do my healing and repair cards have to wait until the next phase? I understand I can discard one card to make a melee attack, right?

Good idea. I'll have to go through and update the cards at some point to reflect that.

You may play them now.

That is correct. Note that it is Melee Attack 1, and you may only use a given ability once per round, so you'd need some other melee boost in order to actually damage an opponent.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

EagleV

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Re: Magitech Mechs
« Reply #118 on: July 23, 2014, 03:57:07 pm »

I guess I'll go for a magic attack 3 + 2 all + 3 + 1 = 9 all.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

notquitethere

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Re: Magitech Mechs
« Reply #119 on: July 23, 2014, 04:04:52 pm »

Might as well use my cards now so I can draw more to use later.

I'll play First Aid, Healing, Repair and Repair on Varee.
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