0% found this document useful (0 votes)
130 views

Mage Knight Log

Tovak plays a solo game of conquest using the hero Tovak against a dummy player. In the first round, Tovak captures the Keep and Blue Crystal Mine. In the second round, Tovak captures the Monastery and gains skills and artifacts. In the third round, Tovak defeats dragons and captures the Keep. Tovak gains units, skills, mana, and fame over the course of the game.

Uploaded by

Paulo Bergmann
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
130 views

Mage Knight Log

Tovak plays a solo game of conquest using the hero Tovak against a dummy player. In the first round, Tovak captures the Keep and Blue Crystal Mine. In the second round, Tovak captures the Monastery and gains skills and artifacts. In the third round, Tovak defeats dragons and captures the Keep. Tovak gains units, skills, mana, and fame over the course of the game.

Uploaded by

Paulo Bergmann
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

Game 01 (26-27/07/2018)

Solo Conquest

Hero: Tovak

Dummy Player: Norowas

Round 1 (Day)

Starting Tile A, Tile 9 & Tile 13 (reveal Prowlers)

Unit offer: Peasants, Utem Guardsmen & Peasants

AA offer: Frost Bridge, Into the Heat & Song of Wind

Spell offer: Chill/Lethal Chill, Offering/Sacrifice & Space Bending/Time Bending

Source: Red, White & Black

Starting hand: Promise, March, Crystallize, Instinct & Swiftness

Tactics: choose (4) Planning, DP draws (2) Rethink

Dummy’s turn
Swiftness, Determination & Mana Draw, plus Stamina & Improvisation (11 left)

Tovak’s turn
Hand: Promise, March, Crystallize, Instinct & Swiftness

Source: Red, White & Black

March for Move 2; move adjacent to the Mage Tower & reveal Monks garrisoned there; Swiftness
for Move 2; move adjacent to the Keep & reveal Guardsmen garrisoned there

Crystallize (w Red die) to gain 1 Red mana crystal

End of Turn: reroll Red die to White; draw Stamina, Tranquility & Stamina, plus March (+1 from
Planning)

Dummy’s turn
Rage, Rejuvenate & Threaten (8 left)

Tovak’s turn
Hand: Promise, Instinct, Stamina, Tranquility, Stamina & March

Source: White, White & Black

Tranquility to draw Swiftness

March & Stamina for Move 4; assault the Keep: Reputation -1 (0)

Combat with Guardsmen: don’t block & add 2 Wounds to hand; Instinct (w Red mana crystal) &
Swiftness (w White die) for Attack 7; defeat Guardsmen: Fame +3 (3), mark the Keep with a shield

End of Turn: reroll White die to Black; level up: draw Night Sharpshooting (pick this one) & I Feel
No Pain, DP adds Whisper in the Treetops to Common Skill offer; add Song of Wind to top deck,
draw Agility to replenish AA offer; draw Song of Wind, plus Concentration (+1 from Planning) &
Cold Toughness (+1 from the Keep)

Dummy’s turn
Noble Manners, Swiftness & March, plus Crystallize (4 left)

Tovak’s turn
Hand: Promise, Stamina, Song of Wind, Concentration, Cold Toughness & 2 Wounds

Source: White, Black & Black

Promise (w White die) plus Cold Toughness sideways for Influence 5; recruit Utem Guardsmen

End of Turn: reroll White die to Gold; draw Rage (+1 from Planning) & Rage (+1 from the Keep)

Dummy’s turn
Stamina, Rage & March, plus Concentration (0 left)

Tovak’s turn
Hand: Stamina, Song of Wind, Concentration, Rage, Rage & 2 Wounds

Source: Gold, Black & Black

Song of Wind for Move 2; reveal Tile 5 (reveal Orc Trackers & add Learning to Unit offer);
Concentration (w Gold die) with Stamina for Move 6; move to the Blue Crystal Mine

Challenge Orc Trackers: Utem Guardsmen for Block 4; Rage & Night Sharpshooting for Attack 3;
defeat Orc Trackers: Reputation +1 (0) & Fame +3 (6)

End of Turn: reroll Gold die to Black; gain 1 Blue mana crystal from the Mine; draw Mana Draw &
Threaten

Dummy’s turn
Declares End of the Round

Tovak’s turn
Hand: Rage, Mana Draw, Threaten & 2 Wounds

Source: Black, Black & Black

Rage & Threaten sideways for Move 2; reveal Tile 11 (reveal Wolf Riders & Ancient Ruins with 2
green Enemies)

End of Turn: gain 1 Blue mana crystal from the Mine

End of the Round

Round 2 (Night)

Unit offer: Thugs, Herbalists & Utem Guardsmen, plus Decompose

AA offer: add Frost Bridge to Dummy deck & draw Stout Resolve to replenish the offer

Spell offer: add a Blue crystal to Dummy inventory & draw Burning Shield/Exploding Shield to
replenish the offer

Source: Blue, Red & Gold

Starting hand: Promise, Mana Draw, Concentration, Song of Wind & March

Tactics: choose (3) Mana Search, DP draws (4) Midnight Meditation

Tovak’s turn
Hand: Promise, Mana Draw, Concentration, Song of Wind & March

Source: Blue, Red & Gold

Mana Search: reroll Gold die to Red & Blue to Gold

Challenge Prowlers: Utem Guardsmen for Block 4; Night Sharpshooting & March sideways for
Attack 3; defeat Prowlers: Reputation +1 (0) & Fame +2 (8)

End of Turn: gain 1 Blue mana crystal from the Mine; level up: add 2nd Command token & Armor
increase to 3; draw Rage

Dummy’s turn
Frost Bridge, Swiftness & Stamina, plus Threaten (13 left)

Tovak’s turn
Hand: Promise, Mana Draw, Concentration, Song of Wind & Rage

Source: Red, Red & Gold

Mana Search: reroll Gold die to White & Red to Gold

Mana Draw (w White die) to set Gold die to White; gain 2 White mana tokens

Song of Wind (w White mana token) for Move 2; move to the Monastery; reveal Tile 7 (reveal Orc
Summoners & add Ice Bolt to Unit offer)

Promise (w White mana token) for Influence 4; recruit Herbalists

End of Turn: reroll White die to Green; draw Cold Toughness, Threaten & Swiftness

Dummy’s turn
Determination, Rejuvenate & Concentration, plus Rage (9 left)

Tovak’s turn
Hand: Concentration, Rage, Cold Toughness, Threaten & Swiftness

Source: Green, Red & White

Swiftness for Move 2; reveal Tile 2 (reveal Orc Trackers)

Threaten (w Red die) plus Rage sideways for Influence 6; learn Ice Bolt

End of Turn: reroll Red die to Black; Reputation -1 (0); draw Ice Bolt, Crystallize & 1 Wound

Dummy’s turn
Stamina, Rage & Swiftness, plus Crystallize & Improvisation (4 left)

Tovak’s turn
Hand: Concentration, Cold Toughness, Ice Bolt, Crystallize & 1 Wound

Source: Green, White & Black

Mana Search: reroll Black die to Blue & White to Gold

Burn the Monastery: Reputation -3 (-1) & draw Magic Familiars; Concentration (w Green die) with
Ice Bolt, plus Night Sharpshooting for Ranged Attack 7; defeat Magic Familiars: Fame +5 (13),
mark the Monastery with a shield

End of Turn: reroll Green die to Red; draw Banner of Command & Endless Bag of Gold (pick this
one) as a reward; draw Endless Bag of Gold & Stamina

Dummy’s turn
Mana Draw, March & Noble Manners, plus March (0 left)

Tovak’s turn
Hand: Cold Toughness, Crystallize, Endless Bag of Gold, Stamina & 1 Wound

Source: Blue, Red & Gold

Mana Search: reroll Gold die to Green & Red to White

Stamina (w Blue die) for Move 4; move to the Dungeon

Endless Bag of Gold for Influence 4 & Fame +2 (15)

Herbalists to gain 1 Green mana token; Crystallize (w Green mana token) to gain 1 Green mana
crystal

End of Turn: reroll Blue die to White; level up: draw Double Time & Shield Mastery (pick this one),
DP adds Leadership to Common Skill offer; add Stout Resolve to top deck, draw Ambush to
replenish AA offer; draw Stout Resolve, Swiftness & Stamina

Dummy’s turn
Declares End of the Round

Tovak’s turn
Hand: Cold Toughness, Stout Resolve, Swiftness, Stamina & 1 Wound

Source: Green, White & White

Stamina for Move 2; reveal Tile 6 (reveal Wolf Riders)

Enter the Dungeon: draw Crypt Worm; Cold Toughness & Shield Mastery for Block 6; Swiftness (w
White die), Stout Resolve & Night Sharpshooting for Attack 7; defeat Crypt Worm: Fame +5 (20),
mark the Dungeon with a shield

End of Turn: roll a die & gain 1 Artifact as a reward; draw Bow of Starsdawn & Banner of Fear (pick
this one)

End of the Round

Round 3 (Day)

Unit offer: Shocktroops, Thugs & Magic Familiars, plus Mana Storm

AA offer: add Into the Heat to Dummy deck & draw Steady Tempo to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Demolish/Disintegrate to replenish the
offer

Source: Blue, Red & Black

Starting hand: Ice Bolt, Endless Bag of Gold, Rage, Mana Draw & 1 Wound

Tactics: choose (5) Great Start (draw Song of Wind & 1 Wound), DP draws (6) The Right Moment

Tovak’s turn
Hand: Ice Bolt, Endless Bag of Gold, Rage, Mana Draw, Song of Wind & 2 Wounds

Source: Blue, Red & Black

Song of Wind plus Rage sideways for Move 3; move to the Magical Glade

Challenge Orc Summoners: Ice Bolt (w Blue die) & Night Sharpshooting for Ranged Attack 4;
defeat Orc Summoners: Reputation +1 (-1) & Fame +4 (24)

End of Turn: reroll Blue die to Green; throw away 1 Wound from hand; level up: add 3rd Command
token & Hand limit increase to 6; draw Crystallize, Cold Toughness & Threaten

Dummy’s turn
Determination, Stamina & Frost Bridge, plus Swiftness (14 left)

Tovak’s turn
Hand: Endless Bag of Gold, Mana Draw, Crystallize, Cold Toughness, Threaten & 1 Wound

Source: Green, Red & Black

Gain 1 Gold mana token

Endless Bag of Gold & Threaten for Influence 6 & Fame +2 (26); recruit Magic Familiars (w Gold
mana token as White mana)

Crystallize (w Red die) to gain 1 Red mana crystal

End of Turn: reroll Red die to Black; throw away 1 Wound from hand; draw Rage, Stamina,
Tranquility & March

Dummy’s turn
Into the Heat, Mana Draw & Rage, plus Rage (10 left)

Tovak’s turn
Hand: Mana Draw, Cold Toughness, Rage, Stamina, Tranquility & March

Source: Green, Black & Black

Gain 1 Gold mana token

Stamina for Move 2; reveal Tile 7* (reveal White City level 5 & High Dragon); Magic Familiars for
Move 5; move adjacent to the Keep & reveal Crossbowmen garrisoned there; reveal Tile 8* (reveal
Red City level 8, Ice Dragon, Lava Dragon & Ancient Ruins with brown & violet Enemies)

Herbalists to ready Magic Familiars

Challenge Lava Dragon: Cold Toughness (w Blue mana crystal) for Ice Block 5 (+4 from Fortified,
Fire Resistance, Fire Attack & Brutal); Rage (w Gold mana token), Magic Familiars & Night
Sharpshooting for Attack 8; defeat Lava Dragon: Reputation +2 (0) & Fame +8 (34)

End of Turn: draw Promise, Swiftness & Banner of Fear, plus Swiftness (+1 from the Keep)

Dummy’s turn
Noble Manners, Crystallize & March, plus Stamina (6 left)

Tovak’s turn
Hand: Mana Draw, Tranquility, March, Promise, Swiftness, Banner of Fear & Swiftness

Source: Green, Black & Black

Tranquility (w Green die) to draw Instinct & March

March & Swiftness for Move 4; assault the Keep: Reputation -1 (0) & reveal the garrison of White
City (Thugs, Altem Mages & Altem Guardsmen)

Combat with Crossbowmen: Utem Guardsmen for Block 8; Night Sharpshooting & Instinct, plus
Promise sideways for Attack 4; defeat Crossbowmen: Fame +3 (37), mark the Keep with a Shield

End of Turn: reroll Green die to Green; level up: draw Mana Overload & Cold Swordsmanship, but
choose Whisper in the Treetops instead; DP adds Inspiration to Common Skill offer; add Agility to
top deck, draw Pure Magic to replenish AA offer; draw Agility & Stamina, plus Concentration &
Stout Resolve (+2 from the Keep)

Dummy’s turn
Swiftness, Rejuvenate & Threaten, plus Improvisation (2 left)

Tovak’s turn
Hand: Mana Draw, Banner of Fear, Swiftness, March, Agility, Stamina, Concentration & Stout
Resolve

Source: Green, Black & Black

Whisper in the Treetops: gain 1 White mana crystal & 1 Green mana token

March (w Green mana token) for Move 4; move to the Spawning Grounds

Enter the Spawning Grounds: draw Hydra & Crypt Worm; Concentration (w Green die) with
Swiftness, plus Night Sharpshooting for Ranged Attack 6; defeat Hydra: Fame +5 (42); Shield
Mastery & Stout Resolve, plus Banner of Fear sideways for Block 6; Agility & Stamina (w Blue
mana crystal) for Move 6 used as Attack 6; defeat Crypt Worm: Fame +5 (47), mark the Spawning
Grounds with a shield

End of Turn: reroll Green die to Gold; gain 1 White, 1 Red (chosen from Gold) & 1 Blue mana
crystals as a reward; gain 1 Artifact as a reward: draw Druidic Staff (pick this one) & Banner of
Fortitude; draw Druidic Staff

Dummy’s turn
Concentration & March (0 left)

Tovak’s turn
Hand: Mana Draw & Druidic Staff

Source: Gold, Black & Black

Mana Draw & Druidic Staff sideways for Move 2; reveal Tile 9* (reveal Fire Dragon)

Dummy’s turn
Declares End of the Round

End of the Round

Round 4 (Night)

Put a Red mana (from 1 Red mana crystal) on Magic Familiars

Unit offer: Sorcerers, Scouts & Ice Mages, plus Magic Talent

AA offer: add Ambush to Dummy deck & draw Regeneration to replenish the offer

Spell offer: add a Blue crystal to Dummy inventory & draw Whirlwind/Tornado to replenish the
offer

Source: Green, White & Gold

Starting hand: Endless Bag of Gold, Stamina, Concentration, Stamina, Song of Wind & Mana
Draw, plus March & March

Tactics: choose (5) Preparation (add Agility to hand), DP draws (1) From the Dusk

Dummy’s turn
Stamina, Stamina & Frost Bridge, plus Ambush & Rejuvenate (14 left)

Tovak’s turn
Hand: Endless Bag of Gold, Stamina, Concentration, Stamina, Song of Wind, Mana Draw, March
& March

Source: Green, White & Gold

Whisper in the Treetops: gain 1 White mana crystal & 1 Green mana token

Stamina for Move 2; assault White City: Reputation -1 (-1)

Block phase: Utem Guardsmen & Shield Mastery, plus Song of Wind sideways for Block 8; block
Altem Mages

Assign Damage phase: Altem Guardsmen hit Utem Guardsmen (get 1 Wound); Thugs hit Tovak
(add 2 Wounds to hand)

Attack phase: Concentration (w Green mana token) with Agility for Move 6 used as Attack 6;
defeat Thugs: Reputation +1 (0) & Fame +2 (49); Mana Draw (w White die) to set Green die to
Green & gain 2 Green mana tokens; March (w Green mana token), March (w Green mana token) &
Stamina (w Blue mana crystal) for Move 12 used as Attack 12; Magic Familiars for Attack 5; Night
Sharpshooting for Attack 2; defeat Altem Mages: Fame +8 (57)

Altem Guardsmen left undefeated, retreat to the Spawning Grounds; put 2 shields on city card

End of Turn: reroll White die to Blue; level up: add 4th Command token & Armor increase to 4;
draw Stout Resolve, Cold Toughness & Rage, plus Promise & Banner of Fear (+2 from the Keep)

Dummy’s turn
Concentration, Swiftness & March, plus Rage (10 left)

Tovak’s turn
Hand: Endless Bag of Gold, Stout Resolve, Cold Toughness, Rage, Promise, Banner of Fear & 2
Wounds

Source: Blue, Green & Gold

Herbalists to ready Magic Familiars

Promise & Banner of Fear sideways for Move 2; assault White City: Reputation -1 (-1)

Block phase: Cold Toughness & Shield Mastery for Block 6; block Altem Guardsmen

Attack phase: Magic Familiars for Attack 5; Stout Resolve (w Green die) & discard 1 Wound for
Attack 5; Rage (w Red mana crystal) for Attack 4; Night Sharpshooting for Attack 2; defeat Altem
Guardsmen: Fame +8 (65)

Conquer the White City & become its leader; put 1 shield on city card

End of Turn: reroll Green die to Black; level up: draw Resistance Break & Who Needs Magic?, but
choose Inspiration instead; DP adds Day Sharpshooting to Common Skill offer; add Steady
Tempo to top deck, draw Heroic Tale to replenish AA offer; draw Steady Tempo, Rage, Druidic
Staff & Ice Bolt, plus Crystallize & Swiftness (+2 from White City)

Dummy’s turn
Threaten, Crystallize & Improvisation, plus Swiftness (6 left)

Tovak’s turn
Hand: Endless Bag of Gold, Steady Tempo, Rage, Druidic Staff, Ice Bolt, Crystallize, Swiftness &
1 Wound

Source: Blue, Black & Gold

Throw away Endless Bag of Gold for Fame +3 (68) & Influence 9 (+3 from the city & -1 from
Reputation); pay Influence 2 to add Amotep Gunners to Unit offer; recruit Sorcerers

Ice Bolt to gain 1 Blue mana crystal; Crystallize (w Blue die) to gain 1 Red mana crystal

End of Turn: reroll Blue die to Red; draw Instinct, plus Swiftness & Threaten (+2 from White City)

Dummy’s turn
Into the Heat, Mana Draw & Rage, plus March (2 left)

Tovak’s turn
Hand: Steady Tempo, Rage, Druidic Staff, Swiftness, Instinct, Swiftness, Threaten & 1 Wound

Source: Red, Black & Gold

Threaten (w Red die) & Instinct for Influence 7 (+3 from the city & -1 from Reputation); disband
Herbalists & recruit Ice Mages

Inspiration to heal Utem Guardsmen

End of Turn: reroll Red die to Black; draw Tranquility (+2 from White City) [Forgot here to adjust
Reputation from use of Threaten]

Dummy’s turn
Noble Manners & Determination (0 left)

Tovak’s turn
Hand: Steady Tempo, Rage, Druidic Staff, Swiftness, Swiftness, Tranquility & 1 Wound

Source: Black, Black & Gold

Ice Mages to gain 1 Blue mana token & 1 Blue mana crystal

Steady Tempo (w Blue mana token), Swiftness & Swiftness for Move 8; move to the desert
adjacent to Red City & reveal the garrison: Gargoyle, Magic Familiars, Gunners & Delphana
Masters

End of Turn: put Steady Tempo on top deck; draw Steady Tempo

Dummy’s turn
Declares End of the Round

Tovak’s turn
Hand: Rage, Druidic Staff, Tranquility, Steady Tempo & 1 Wound

Source: Black, Black & Gold

Tranquility to heal 1 Wound from hand

Druidic Staff & discard Steady Tempo to gain 2 Red mana crystals

End of the Round

Round 5 (Day)

Put a Red mana (from 1 Red mana crystal) on Magic Familiars

Unit offer: Amotep Gunners, Northern Monks & Delphana Masters, plus Spell Forge

AA offer: add Pure Magic to Dummy deck & draw Path Finding to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Underground Travel/Underground
Attack to replenish the offer

Source: Blue, Green & Black

Starting hand: Druidic Staff, Banner of Fear, Stamina, Threaten, Promise & March, plus Swiftness
& Stamina

Tactics: choose (1) Early Bird, DP draws (3) Mana Steal

Tovak’s turn
Hand: Druidic Staff, Banner of Fear, Stamina, Threaten, Promise, March, Swiftness & Stamina

Source: Blue, Green & Black

March for Move 2; assault Red City: Reputation -1 (-1)

Ranged and Siege Attack phase: Ice Mages (w Blue die) for Siege Ice Attack 4; defeat Gargoyle:
Fame +4 (72)

Throw away Banner of Fear: Magic Familiars, Gunners & Delphana Masters don’t attack this
combat

Attack phase: Swiftness (w White mana crystal) for Attack 3; Utem Guardsmen, Magic Familiars &
Sorcerers for Attack 10; Night Sharpshooting for Attack 1; defeat Gunners & Delphana Masters:
Fame +16 (88)

Magic Familiars left undefeated, retreat to the desert; put 3 shields on city card

End of Turn: reroll Blue die to Red; level up: add 5th Command token & Hand limit increase for 7;
draw Ice Bolt & 1 Wound, plus Instinct & Stout Resolve (+2 from the Keep)

Dummy’s turn
Concentration, Ambush & Threaten, plus Into the Heat & Pure Magic (15 left)

Tovak’s turn
Hand: Druidic Staff, Stamina, Threaten, Promise, Stamina, Ice Bolt, Instinct, Stout Resolve & 1
Wound

Source: Green, Red & Black

Inspiration to ready Ice Mages; Druidic Staff & discard Threaten to ready Sorcerers

Stamina for Move 2; assault Red City: Reputation -1 (-2)

Ice Mages (w Blue mana crystal) for Siege Ice Attack 4; Sorcerers for Ranged Attack 3; defeat
Magic Familiars: Fame +5 (93)

Ice Bolt to gain 1 Blue mana crystal

Conquer the Red City & become its leader; put 1 shield on city card

End of Turn: draw Crystallize & Rage, plus Song of Wind & Swiftness (+2 from Red City)

Scenario End: victorious

Tovak’s turn
Hand: Stamina, Promise, Instinct, Stout Resolve, Crystallize, Rage, Song of Wind, Swiftness & 1
Wound

Source: Green, Red & Black

Whisper in the Treetops: gain 1 White mana crystal & 1 Green mana token

Stout Resolve (w Green mana token) & discard 1 Wound for Influence 5; Promise (w White mana
crystal) & Instinct for Influence 6 (+4 from the city & -2 from Reputation); recruit Delphana Masters

Crystallize (w Green die) to gain 1 Green mana crystal

End of Turn

Score:

Fame: 93

The Greatest Knowledge: 5 (5 Advanced Actions)

The Greatest Loot: 6 (1 Artifact & 9 mana crystals)

The Greatest Leader: 14 (1 level IV, 2 level III & 2 level II Units)

The Greatest Conqueror: 6 (2 Keeps & 1 Monastery)

The Greatest Adventurer: 4 (1 Dungeon & 1 Spawning Grounds)

The Greatest Beating: -2 (1 Wound)

+20 for conquering White & Red Cities

+15 for conquering all cities

+30 for 1 unplayed Round

+15 for cards left in Dummy’s deck

+5 for End of Round not announced

Total score: 211

Game 02 (01-02/08/2018)

Solo Conquest

Hero: Norowas

Dummy Player: Krang

Round 1 (Day)

Starting Tile A, Tile 7 (reveal Orc Stonethrower) & Tile 5 (reveal Orc Skirmishers)

Unit offer: Peasants, Magic Familiars & Scouts, plus Mana Storm & Ambush

AA offer: Mountain Lore, Crushing Bolt & Into the Heat

Spell offer: Flame Wall/Flame Wave, Expose/Mass Expose & Whirlwind/Tornado

Source: Blue, Blue & White

Starting hand: Swiftness, Rejuvenate, March, Stamina & March

Tactics: choose (4) Planning, DP draws (2) Rethink

Dummy’s turn
Mana Draw, Swiftness & Tranquility, plus Rage (12 left)

Norowas’ turn
Hand: Swiftness, Rejuvenate, March, Stamina & March

Source: Blue, Blue & White

Rejuvenate to draw Concentration

Stamina (w Blue die) for Move 4; move to the Dungeon

End of Turn: reroll Blue die to Blue; draw Rage, plus Determination (+1 from Planning)

Dummy’s turn
Stamina, Concentration & Crystallize (9 left)

Norowas’ turn
Hand: Swiftness, March, March, Concentration, Rage & Determination

Source: Blue, Blue & White

Enter the Dungeon: draw Hydra; Determination for Block 2; block 1 Attack, add 2 Wounds to
hand; Concentration to gain 1 Red mana token; Rage (w Red mana token) & Swiftness (w White
die) for Attack 7; defeat Hydra: Fame +5 (5), mark the Dungeon with a shield

End of Turn: reroll White die to Gold; gain Diamond Ring (put Banner of Command on bottom of
the Artifacts deck) as a reward; level up: draw Day Sharpshooting & Bonds of Loyalty (pick this
one), add Northern Monks & Herbalists to Unit offer; DP adds Battle Hardened to Common Skill
offer; add Crushing Bolt to top deck, draw Spell Forge to replenish AA offer; draw Crushing Bolt,
plus Diamond Ring (+1 from Planning)

Dummy’s turn
Determination, Ruthless Coercion & Improvisation, plus Swiftness & Savage Harvesting (4 left)

Norowas’ turn
Hand: March, March, Crushing Bolt, Diamond Ring & 2 Wounds

Source: Blue, Blue & Gold

March & March for Move 4; move to the Magical Glade adjacent Orc Stonethrower

Crushing Bolt sideways for Influence 1 (+5 from Bonds of Loyalty); recruit Magic Familiars (w Blue
die to place 1 Blue mana on them) under Bonds of Loyalty

End of Turn: reroll Blue die as Green; throw away 1 Wound from hand; draw Stamina, Noble
Manners & Swiftness, plus Threaten (+1 from Planning)

Dummy’s turn
Rage, Stamina & March, plus Promise (0 left)

Norowas’ turn
Hand: Diamond Ring, Stamina, Noble Manners, Swiftness, Threaten & 1 Wound

Source: Blue, Green & Gold

Gain 1 Gold mana token from Magical Glade

Stamina for Move 2; reveal Tile 3

Challenge Orc Stonethrower: Magic Familiars for Block 7; Swiftness (w Gold mana token) plus
Threaten sideways for Attack 4; defeat Orc Stonethrower: Reputation +1 (0) & Fame +4 (9)

End of Turn: throw away 1 Wound from hand; level up: add 2nd Command token & Armor
increase to 3; draw Rage, Mana Draw & Crystallize, plus Improvisation (+1 from Planning)

Dummy’s turn
Declares End of the Round

Norowas’ turn
Hand: Diamond Ring, Noble Manners, Rage, Mana Draw, Crystallize & Improvisation

Source: Blue, Green & Gold

Gain 1 Gold mana token from Magical Glade

Improvisation & discard Rage for Move 3; move to the Village

Diamond Ring to gain 1 White mana token & 1 White mana crystal; Fame +1 (10)

Noble Manners (w White mana token) for Influence 4; recruit Peasants; Peasants plus Mana Draw
sideways for Influence 3; recruit Herbalists

Crystallize (w Gold mana token) to gain 1 Red mana crystal

End of Turn: Fame +1 (11) & Reputation +1 (+1) (from Noble Manners)

End of the Round

Round 2 (Night)

Put a White mana (from 1 White mana crystal) on Magic Familiars

Unit offer: Illusionists, Utem Swordsmen & Foresters, plus Stout Resolve & Swift Bolt

AA offer: add Into the Heat to Dummy deck & draw Agility to replenish the offer

Spell offer: add a White crystal to Dummy inventory & draw Fireball/Firestorm to replenish the
offer

Source: Green, White & Gold

Starting hand: Rage, March, Crystallize, Improvisation & March

Tactics: choose (1) From the Dusk, DP draws (4) Midnight Meditation

Norowas’ turn
Hand: Rage, March, Crystallize, Improvisation & March

Source: Green, White & Gold

March (w Green die) & Magic Familiars for Move 9; move adjacent to the Keep & reveal Tile 13
(reveal Orc War Beasts); Herbalists to ready Magic Familiars; assault the Keep & reveal Thugs
garrisoned there: Reputation -1 (0)

Combat with Thugs: Rage & Peasants for Block 4; Improvisation (w Red mana crystal) & discard
March for Attack 5; defeat Thugs: Reputation +1 (+1) & Fame +2 (13), mark the Keep with a shield

End of Turn: reroll Green die to Black; draw Swiftness, Crushing Bolt, Rejuvenate & Determination,
plus Diamond Ring (+1 from the Keep)

Dummy’s turn
Swiftness, Stamina & Tranquility, plus Rage (13 left)

Norowas’ turn
Hand: Crystallize, Swiftness, Crushing Bolt, Rejuvenate, Determination & Diamond Ring

Source: White, Black & Gold

Magic Familiars for Move 5; reveal Tile 10 & Tile 12 (reveal Wolf Riders & add In Need to Unit offer)

Rejuvenate to ready Magic Familiars

Magic Familiars for Influence 5 (+1 from Reputation); disband Herbalists to recruit Utem
Swordsmen

Crystallize (w White die) to gain 1 White mana crystal

End of Turn: reroll White die to Black; draw Stamina, plus Mana Draw (+1 from the Keep)

Dummy’s turn
Stamina, Crystallize & Into the Heat, plus March & Rage (8 left)

Norowas’ turn
Hand: Swiftness, Determination, Crushing Bolt, Diamond Ring, Stamina & Mana Draw

Source: Black, Black & Gold

Swiftness for Move 2; move to the Maze

Diamond Ring to gain 1 White mana token & 1 White mana crystal; Fame +1 (14); Mana Draw (w
White mana token) to set Gold die to Blue & gain 2 Blue mana tokens

Enter the Maze (with Utem Swordsmen): Stamina (w Blue mana token) to choose path 4; draw
Shadow; don’t block & add 2 Wounds to hand; Determination & Utem Swordsmen (become
Wounded) for Attack 8; defeat Shadow: Fame +4 (18), mark path 4 of the Maze with a shield

End of Turn: gain Expose/Mass Expose as a reward, draw Offering/Sacrifice to replenish Spell
offer; level up: draw Whisper in the Treetops (pick this one) & Forward March, DP adds Arcane
Disguise to Common Skill offer; add Agility to top deck, draw Pure Magic to replenish AA offer;
draw Agility & Expose/Mass Expose, plus Rage (+1 from the Keep)

Dummy’s turn
Concentration, Swiftness & Determination (5 left)

Norowas’ turn
Hand: Crushing Bolt, Agility, Expose/Mass Expose, Rage & 2 Wounds

Source: Blue, Black & Black

Agility for Move 2; reveal Tile 9

Whisper in the Treetops to gain 1 White mana crystal & 1 Green mana token

Challenge Wolf Riders: Expose (w White mana crystal) & Crushing Bolt (w Green mana token) for
Ranged Attack 5; defeat Wolf Riders: Reputation +1 (+1) & Fame +3 (21)

End of Turn: draw Noble Manners & Swiftness, plus Concentration (+1 from the Keep)

Dummy’s turn
Mana Draw, Promise & Savage Harvesting, plus Improvisation (1 left)

Norowas’ turn
Hand: Rage, Noble Manners, Swiftness, Concentration & 2 Wounds

Source: Blue, Black & Black

Swiftness plus Rage sideways for Move 3; move to the Refugee Camp

End of Turn: draw Stamina, plus Threaten (+1 from the Keep)

Dummy’s turn
Ruthless Coercion (0 left)

Norowas’ turn
Hand: Noble Manners, Concentration, Stamina, Threaten & 2 Wounds

Source: Blue, Black & Black

Noble Manners (w White mana crystal) & Threaten, plus Concentration sideways for Influence 7
(+1 from Reputation); disband Utem Swordsmen to recruit Illusionists

End of Turn: Fame +1 (22) & Reputation +1 (+2) (from Noble Manners)

Dummy’s turn
Declares End of the Round

Norowas’ turn
Hand: Stamina & 2 Wounds

Source: Blue, Black & Black

Stamina (w Blue die) for Move 4; move to the plains & reveal Tile 6* (reveal Blue City level 5, Ice
Dragon & add Counterattack to Unit offer)

Illusionist to gain 1 White mana crystal

End of the Round

Round 3 (Day)

Put a White mana (from 1 White mana crystal) on Magic Familiars

Reveal Ancient Ruins in Tile 10 with 2 violet Enemies

Unit offer: Ice Golems, Thugs & Amotep Gunners, plus Diplomacy, Decompose, Shield Bash &
Intimidate

AA offer: add Mountain Lore to Dummy deck & draw Dodge and Weave to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Demolish/Disintegrate to replenish the
offer

Source: Blue, Green & Red

Starting hand: Stamina, Expose/Mass Expose, Stamina, Mana Draw & Noble Manners

Tactics: choose (5) Great Start (draw Improvisation & 1 Wound), DP draws (6) The Right Moment

Norowas’ turn
Hand: Stamina, Expose/Mass Expose, Stamina, Mana Draw, Noble Manners, Improvisation & 1
Wound

Source: Blue, Green & Red

Stamina & Peasants for Move 4; move to the Refugee Camp

Noble Manners & Magic Familiars for Influence 7 (+2 from Reputation); disband Peasants & recruit
Amotep Gunners

End of Turn: Fame +1 (23) (from Noble Manners); draw Rage (+1 from the Keep)

Dummy’s turn
Into the Heat, Swiftness & Mana Draw, plus Improvisation (14 left)

Norowas’ turn
Hand: Expose/Mass Expose, Stamina, Mana Draw, Improvisation, Rage & 1 Wound

Source: Blue, Green & Red

Stamina (w Blue die) for Move 4; move to the Ancient Ruins & reveal Golems garrisoned at the
Keep

Enter the Ancient Ruins: draw Sorcerers & Illusionists; Amotep Gunners for Ranged Fire Attack 6;
defeat Sorcerers: Fame +5 (28); Illusionists summon Crypt Worm; don’t block & add 2 Wounds to
hand; Mana Draw; Rage (w Red die) & Improvisation (discard Expose/Mass Expose) for Attack 7;
defeat Illusionists: Fame +4 (32), mark the Ruins with a shield

End of Turn: reroll Blue die to Blue & Red to Blue; gain Fireball/Firestorm (draw Burning Shield/
Exploding Shield to replenish Spell offer) & Spell Forge (draw Frost Bridge to replenish AA offer) as
a reward; level up: add 3rd Command token & Hand limit increase to 6; draw Spell Forge, Fireball/
Firestorm & Swiftness, plus Agility (+1 from the Keep)

Dummy’s turn
Mountain Lore, Concentration & Tranquility, plus March (10 left)

Norowas’ turn
Hand: Spell Forge, Fireball/Firestorm, Swiftness, Agility & 3 Wounds

Source: Blue, Blue & Green

Swiftness & Agility for Move 4; assault the Keep: Reputation -1 (+1)

Combat with Golems: don’t block & Golems hit Illusionists (without wounding them because of
physical resistance); Spell Forge (w Blue die) to gain 2 Red mana crystals; Fireball (w Red mana
crystal) for Fire Attack 5; defeat Golems: Fame +4 (36), mark the Keep with a shield

End of Turn: reroll Blue die to Red; level up: draw Motivation & Inspiration (pick this one), DP adds
Shamanic Ritual to Common Skill offer; add Pure Magic to top deck, draw Refreshing Walk to
replenish AA offer; draw Pure Magic, Diamond Ring & March, plus Swiftness & Threaten (+2 from
the Keep)

Dummy’s turn
Promise, Rage & Swiftness, plus Rage (6 left)

Norowas’ turn
Hand: Pure Magic, Diamond Ring, March, Swiftness,Threaten & 3 Wounds

Source: Blue, Green & Red

Diamond Ring to gain 1 White mana token & 1 White mana crystal; Fame +1 (37)

Pure Magic (w Blue die) & pay 1 White mana token for Influence 7 (+1 from Reputation); recruit Ice
Golems

End of Turn: reroll Blue die to White; draw Rage & Determination (+2 from the Keep)

Dummy’s turn
Stamina, Stamina & Savage Harvesting, plus Crystallize (2 left)

Norowas’ turn
Hand: March, Swiftness, Threaten, Rage, Determination & 3 Wounds

Source: Green, Red & White

March (w Green die) & Swiftness, plus Threaten & Determination sideways for Move 8; move to
the forest adjacent Ice Dragon

End of Turn: reroll Green die to Gold; draw Rejuvenate & 1 Wound

Dummy’s turn
Determination & Ruthless Coercion (0 left)

Norowas’ turn
Hand: Rage, Rejuvenate & 4 Wounds

Source: Red, White & Gold

Inspiration to ready Amotep Gunners

Challenge Ice Dragon: Illusionists (w White mana crystal) & Ice Dragon don’t attack this combat;
Amotep Gunners (w Red die) for Fire Attack 6 & Ice Golems for Attack 3; defeat Ice Dragon:
Reputation +2 (+2) & Fame +8 (45)

Whisper in the Treetops to gain 1 White mana crystal & 1 Green mana token

Rejuvenate (w Green mana token) to heal 2 Wounds from hand

End of Turn: reroll Red die to White; draw Crystallize, March & Crushing Bolt

Dummy’s turn
Declares End of the Round

Norowas’ turn
Hand: Rage, Crystallize, March, Crushing Bolt & 2 Wounds

Source: White, White & Gold

March (w Gold die) for Move 4; reveal Tile 4* (reveal High Dragon & Ancient Ruins with grey &
violet Enemies); Rage sideways for Move 1; move adjacent to Blue City & reveal the garrison:
Sorcerers, Fire Mages & Freezers

Crushing Bolt to gain 1 Green mana crystal

End of the Round

Round 4 (Night)

Put a Red mana (from 1 Red mana crystal) on Magic Familiars

Unit offer: Heroes (Green), Guardian Golems & Catapults, plus Learning, Regeneration, Blood
Ritual & Temporal Portal

AA offer: add Dodge and Weave to Dummy deck & draw Steady Tempo to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Call to Arms/Call to Glory to replenish
the offer

Source: Blue, Blue & Red

Starting hand: Rejuvenate, Fireball/Firestorm, Crushing Bolt, Concentration, March & 1 Wound

Tactics: choose (3) Mana Search, DP draws (2) Long Night

Dummy’s turn
Stamina, March & Rage, plus Into the Heat, Ruthless Coercion & Savage Harvesting (13 left)

Norowas’ turn
Hand: Rejuvenate, Fireball/Firestorm, Crushing Bolt, Concentration, March & 1 Wound

Source: Blue, Blue & Red

Mana Search: reroll both Blue dice to Blue & Red

Whisper in the Treetops to gain 1 White mana crystal & 1 Green mana token

Rejuvenate (w Green mana token) to draw Diamond Ring & Determination

Diamond Ring to gain 2 White mana tokens (White mana crystals at limit); Fame +1 (46)

March for Move 2; assault Blue City: Reputation -1 (+2)

Ranged and Siege Attack phase: Concentration (w Green mana crystal) with Crushing Bolt for
Siege Attack 5: defeat Fire Mages, Fame +5 (51)

Block phase: Determination (w Blue die) plus Fireball/Firestorm sideways for Block 6; block
Sorcerers

Assign Damage phase: Freezers hit Norowas, add 2 Wounds to hand (don’t have any non-Wound
cards left to discard)

Attack phase: Amotep Gunners, Ice Golems & Magic Familiars for Attack 13; defeat Sorcerers &
Freezers: Fame +12 (63)

Conquer the Blue City & become its leader; put 3 shields on city card

End of Turn: reroll Blue die to Red; level up: add 4th Command token & Armor increase to 4; level
up: draw Calming the Weather & Leadership (pick this one), DP adds Battle Frenzy to Common
Skill offer; add Refreshing Walk to top deck, draw Peaceful Moment to replenish AA offer; draw
Refreshing Walk, Agility & Rage, plus Rage & Noble Manners (+2 from being Blue City leader)

Dummy’s turn
Swiftness, Improvisation & Determination (10 left)

Norowas’ turn
Hand: Refreshing Walk, Agility, Rage, Rage, Noble Manners & 3 Wounds

Source: Red, Red & Red

Mana Search: reroll 2 Red dice to Blue & Red

Illusionist for Influence 4 (+3 from shields & +2 from Reputation); recruit Catapults

End of Turn

Dummy’s turn
Stamina, Swiftness & Mountain Lore, plus Mana Draw (6 left)

Norowas’ turn
Hand: Refreshing Walk, Agility, Rage, Rage, Noble Manners & 3 Wounds

Source: Blue, Red & Red

Mana Search: reroll Blue & Red dice to Black & Gold

Noble Manners for Influence 2 (+3 from the shields & +2 from Reputation); buy (w Red die)
Demolish/Disintegrate to top deck, draw Space Bending/Time Bending to replenish Spell offer

End of Turn: draw Demolish/Disintegrate (+2 from being Blue City leader) [should add +1 Fame
from Noble Manners]

Dummy’s turn
Crystallize, Rage & Tranquility, plus Promise (2 left)

Norowas’ turn
Hand: Refreshing Walk, Agility, Rage, Rage, Demolish/Disintegrate & 3 Wounds

Source: Red, Black & Gold

Mana Search: reroll Gold & Black dice to Blue

Agility (w White mana crystal) for Move 4; move to the plains & reveal Tile 8* (reveal Red City level
8, High Dragon & Storm Dragon)

Inspiration to ready Illusionists

Challenge Storm Dragon: Illusionists (w White mana crystal) & Storm Dragon don’t attack this
combat; Rage, Rage & Catapults for Attack 7; defeat Storm Dragon: Reputation +2 (+3) & Fame
+7 (70)

End of Turn: draw Improvisation, plus Crystallize & March (+2 from being Blue City leader)

Dummy’s turn
Dodge and Weave & Concentration (0 left)

Norowas’ turn
Hand: Refreshing Walk, Demolish/Disintegrate, Improvisation, Crystallize, March & 3 Wounds

Source: Blue, Blue & Red

Mana Search: reroll both Blue dice to White

March for Move 2; reveal Tile 9* (reveal Dragon Summoner)

Crystallize (w Red die) to gain 1 Red mana crystal

Refreshing Walk to heal 1 Wound from hand

End of Turn: reroll Red die to Green; draw Swiftness & Spell Forge, plus Stamina & Stamina (+2
from being Blue City leader)

Dummy’s turn
Declares End of the Round

Norowas’ turn
Hand: Demolish/Disintegrate, Improvisation, Swiftness, Spell Forge, Stamina, Stamina & 2
Wounds

Source: Green, White & White

Mana Search: reroll Green & White dice to Blue & Red

Spell Forge (w Blue die) to gain 1 Blue & 1 Red mana crystals

Stamina & Stamina for Move 4; move adjacent to Red City & reveal the garrison: Gargoyle,
Monks, Gunners & Grim Legionnaires; Improvisation (discard Demolish/Disintegrate) & Swiftness
for Move 5; move to the Red Crystal Mine

End of Turn: gain 1 Red mana crystal

End of the Round

Round 5 (Day)

Put a Red mana (from 1 Red mana crystal) on Magic Familiars

Reveal Ancient Ruins in Tile 8* with green & red Enemies

Unit offer: Fire Mages, Utem Crossbowmen & Delphana Masters, plus Heroic Tale, Ritual Attack,
Path Finding & Crystal Mastery

AA offer: add Frost Bridge to Dummy deck & draw Ice Bolt to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Restoration/Rebirth to replenish the
offer

Source: Red, White & White

Starting hand: Diamond Ring, Crushing Bolt, Stamina, Rage, Noble Manners & 1 Wound

Tactics: choose (1) Early Bird, DP draws (3) Mana Steal

Norowas’ turn
Hand: Diamond Ring, Crushing Bolt, Stamina, Rage, Noble Manners & 1 Wound

Source: White & White

Whisper in the Treetops to gain 1 White mana crystal & 1 Green mana token

Stamina for Move 2; assault Red City: Reputation -1 (+2)

Ranged and Siege Attack phase: Catapults (w Red die) for Siege Fire Attack 5; defeat Monks:
Fame +4 (74); Amotep Gunners (w Red mana crystal) for Ranged Fire Attack 6 (+1 from
Leadership) & Crushing Bolt (w Green mana token) for Siege Attack 3; defeat Grim Legionnaires:
Fame +8 (82)

Assign Damage phase: Gunners hit Amotep Gunners (take 1 Wound) & Norowas (add 2 Wounds
to hand); Gargoyle hits Illusionists (take 1 Wound) & Norowas (add 2 Wounds to hand)

Attack phase: Ice Golems (w Blue mana crystal) for Ice Attack 6; defeat Gargoyle: Fame +4 (86);
Magic Familiars & Rage for Attack 7; defeat Gunners: Fame +7 (93)

Conquer the Red City & become its leader; put 4 shields on city card.

End of Turn: reroll Red die to Red; level up: add 5th Command token & Hand limit increase to 7;
draw Spell Forge & Expose (+2 from being Red City leader)

Scenario End: victorious

Norowas’ turn
Hand: Diamond Ring, Noble Manners, Spell Forge, Expose/Mass Expose & 5 Wounds

Source: Red, White & White

Inspiration to ready Magic Familiars

Magic Familiar to heal 2 Wounds from hand

Noble Manners (w White die) plus Diamond Ring & Expose/Mass Expose sideways for Influence 6
(+4 from the shields & +2 from Reputation); buy Soul Harvester to top deck (put Endless Gem
Pouch on bottom of the Artifacts deck)

Spell Forge to gain 1 Green mana crystal

End of Turn: Fame +1 (94) & Reputation +1 (+3) (from Noble Manners)

Score:

Fame: 94

The Greatest Knowledge: 11 (3 Spells & 5 Advanced Actions)

The Greatest Loot: 6 (2 Artifacts & 4 mana crystals)

The Greatest Leader: 10 (2 level III & 1 level II Units, plus 1 level III & 1 level II Wounded Units)

The Greatest Conqueror: 4 (2 Keeps)

The Greatest Adventurer: 6 (1 Dungeon, 1 Maze & 1 Ancient Ruins)

The Greatest Beating: -10 (5 Wounds)

+20 for conquering Blue & Red Cities

+15 for conquering all cities

+30 for 1 unplayed Round

+20 for cards left in Dummy’s deck

+5 for End of Round not announced

Total score: 211

Game 03 (03-04/08/2018)

Solo Conquest

Hero: Krang

Dummy Player: Braevalar

Round 1 (Day)

Starting Tile A, Tile 2 (reveal Orc Summoners) & Tile 6 (reveal Orc Summoners)

Unit offer: Utem Swordsmen, Scouts & Illusionists

AA offer: Crushing Bolt, Blood Ritual & Temporal Portal

Spell offer: Fireball/Firestorm, Call to Arms/Call to Glory & Space Bending/Time Bending

Source: Green, White & Black

Starting hand: March, Mana Draw, Determination, Tranquility & Savage Harvesting

Tactics: choose (4) Planning, DP draws (6) The Right Moment

Krang’s turn
Hand: March, Mana Draw, Determination, Tranquility & Savage Harvesting

Source: Green, White & Black

Tranquility to draw Concentration

March (w Green die) & Savage Harvesting for Move 6; move to the Monster Den

End of Turn: reroll Green die to Green; draw Rage & Swiftness, plus Swiftness (+1 from Planning)

Dummy’s turn
Crystallize, Promise & Concentration, plus Improvisation (12 left)

Krang’s turn
Hand: Mana Draw, Determination, Concentration, Rage, Swiftness & Swiftness

Source: Green, White & Black

Enter the Monster Den: draw Manticore; Mana Draw (w White die) to set Black die to White; gain 2
White mana tokens; Swiftness (w White mana token) & Swiftness (w White mana token) for
Ranged Attack 6; defeat Manticore: Fame +5 (5), mark the Monster Den with a shield

End of Turn: reroll White die to Gold; gain 1 White & 1 Red mana crystals as a reward; level up:
draw Battle Hardened (pick this one) & Regenerate, DP adds Feral Allies to Common Skill offer;
add Crushing Bolt to top deck, draw Refreshing Walk to replenish AA offer; draw Crushing Bolt &
Stamina, plus Rage (+1 from Planning)

Dummy’s turn
Mana Draw, One with the Land & Rage (9 left)

Krang’s turn
Hand: Determination, Concentration, Rage, Crushing Bolt, Stamina & Rage

Source: Green, White & Gold

Stamina plus Determination sideways for Move 3; move to the Red Crystal Mine

Challenge Orc Summoners: Concentration (w Green die) with Crushing Bolt for Siege Attack 5;
defeat Orc Summoners: Reputation +1 (0) & Fame +4 (9)

End of Turn: reroll Green die to Blue; gain 1 Red mana crystal from the Mine; level up: add 2nd
Command token & Armor increase to 3; draw Improvisation, Ruthless Coercion & Promise, plus
Stamina (+1 from Planning)

Dummy’s turn
Threaten, Druidic Paths & March, plus Swiftness (5 left)

Krang’s turn
Hand: Rage, Rage, Improvisation, Ruthless Coercion, Promise & Stamina

Source: Blue, White & Gold

Stamina (w Blue die) & Improvisation (discard Promise) for Move 7; move to the forest; reveal Tile
5 (reveal Orc Skirmishers & add Magic Talent to Unit offer) & Tile 4 (reveal Orc Stonethrower)

Challenge Orc Stonethrower: don’t block; Battle Hardened to reduce damage assigned to 5: add
2 Wounds to hand; Rage & Rage for Attack 4; defeat Orc Stonethrower: Reputation +1 (+1) &
Fame +4 (13)

End of Turn: reroll Blue die to Red; draw Crystallize

Dummy’s turn
Determination, Swiftness & Stamina, plus Rage & Tranquility (0 left)

Krang’s turn
Hand: Ruthless Coercion, Crystallize & 2 Wounds

Source: Red, White & Gold

Crystallize (w Gold die) to gain 1 Green mana crystal

End of Turn: reroll Gold die to Blue

Dummy’s turn
Declares End of the Round

End of the Round

Round 2 (Night)

Unit offer: Savage Monks, Thugs & Shocktroops, plus Regeneration

AA offer: add Blood Ritual to Dummy deck & draw Force of Nature to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Demolish/Disintegrate to replenish the
offer

Source: Red, Red & White

Starting hand: Mana Draw, Improvisation, Concentration & 2 Wounds

Tactics: choose (4) Midnight Meditation, DP draws (6) Sparing Power

Midnight Meditation: shuffle Mana Draw & 2 Wounds back into the deck, draw Ruthless Coercion,
March & Rage

Krang’s turn
Hand: Improvisation, Concentration, Ruthless Coercion, March & Rage

Source: Red, Red & White

March (w Green mana crystal) for Move 4; move to the Blue Crystal Mine

Challenge Orc Skirmishers: don’t block; Battle Hardened to reduce 1 Attack to 0; add 1 Wound to
hand; Rage (w Red die) for Attack 4; defeat Orc Skirmishers: Reputation +1 (+1) & Fame +2 (15)

End of Turn: reroll Red die to Green; gain 1 Blue mana crystal from the Mine; level up: draw Curse
& Puppet Master, but pick Feral Allies instead; DP adds Nature’s Vengeance to Common Skill
offer; add Temporal Portal to top deck, draw Agility to replenish AA offer; draw Temporal Portal

Dummy’s turn
Blood Ritual, Swiftness & Threaten, plus Concentration (13 left)

Krang’s turn
Hand: Improvisation, Concentration, Ruthless Coercion, Temporal Portal & 1 Wound

Source: Green, Red & White

Concentration (w Green die) with Improvisation (discard Temporal Portal) for Move 7; move to the
Monastery; reveal Tile 12 (reveal Orc Trackers & add Steady Tempo to Unit offer) & Tile 7 (reveal
Orc Trackers & add Swift Bolt to Unit offer)

Ruthless Coercion (w Red mana crystal) for Influence 6 (+1 from Reputation); recruit Savage
Monks

End of Turn: reroll Green die to Black; Reputation -1 (+1); draw Determination, Tranquility, Stamina
& 1 Wound

Dummy’s turn
Rage, Mana Draw & Determination, plus Crystallize & Druidic Paths

Krang’s turn
Hand: Determination, Tranquility, Stamina & 2 Wounds

Source: Red, White & Black

Stamina for Move 2; move to the Dungeon

Tranquility to heal 1 Wound from hand

End of Turn: draw Crystallize, Rage & 1 Wound

Dummy’s turn
Promise, March & Improvisation, plus Stamina (4 left)

Krang’s turn
Hand: Determination, Crystallize, Rage & 2 Wounds

Source: Red, White & Black

Enter the Dungeon: draw Shadow; Feral Allies to reduce Shadow Cold Fire Attack to 3;
Determination (w Blue mana crystal) plus Crystallize sideways for Block 6; Rage (w Red die) for
Attack 4; defeat Shadow: Fame +4 (19), mark the Dungeon with a shield

End of Turn: reroll Red die to Red; gain Ruby Ring as a reward (put Shield of the Fallen Kings on
bottom of the Artifacts deck); draw Ruby Ring, Promise & Stamina

Dummy’s turn
Swiftness, One with the Land & Rage, plus Tranquility (0 left)

Krang’s turn
Hand: Ruby Ring, Promise, Stamina & 2 Wounds

Source: Red, White & Black

Stamina for Move 2; move to the Monastery

Promise (w White die) plus Ruby Ring sideways for Influence 5 (+1 from Reputation); learn Swift
Bolt

End of Turn: reroll White die to Blue; draw Swift Bolt, Crushing Bolt & Swiftness

Dummy’s turn
Declares End of the Round

Krang’s turn
Hand: Swift Bolt, Crushing Bolt, Swiftness & 2 Wounds

Source: Blue, Red & Black

Swiftness for Move 2; move to the Dungeon

Swift Bolt to gain 1 White mana crystal; Crushing Bolt to gain 1 Green mana crystal

End of the Round

Round 3 (Day)

Unit offer: Peasants, Red Cape Monks & Peasants, plus Ice Bolt, Ambush & Decompose

AA offer: add Refreshing Walk to Dummy deck & draw Mountain Lore to replenish the offer

Spell offer: add a White crystal to Dummy inventory & draw Tremor/Earthquake to replenish the
offer

Source: Green, Red & White

Starting hand: Crushing Bolt, Promise, Crystallize, Improvisation & 1 Wound

Tactics: choose (5) Great Start (draw Savage Harvesting & Tranquility), DP draws (1) Early Bird

Dummy’s turn
Druidic Paths, Rage & Mana Draw, plus March (14 left)

Krang’s turn
Hand: Crushing Bolt, Promise, Crystallize, Improvisation, Savage Harvesting, Tranquility & 1
Wound

Source: Green, Red & White

Savage Harvesting plus Promise sideways for Move 3; move to the Magical Glade

Challenge Orc Trackers: Feral Allies to reduce Orc Trackers’ attack to 3; Improvisation & discard
Tranquility for Block 3; Crushing Bolt (w Green die) for Attack 3; defeat Orc Trackers: Reputation
+1 (+1) & Fame +3 (22)

End of Turn: reroll Green die to Black; throw away 1 Wound from hand; draw Stamina,
Determination, Ruthless Coercion & 1 Wound

Dummy’s turn
Crystallize, Swiftness & One with the Land, plus Blood Ritual (10 left)

Krang’s turn
Hand: Crystallize, Stamina, Determination, Ruthless Coercion & 1 Wound

Source: Red, White & Black

Gain 1 Gold mana token

Stamina (w Gold mana token) for Move 4; reveal Tile 3; move to the Village

Ruthless Coercion for Influence 2 (+1 from Reputation); recruit Peasants at a discount of 2

Crystallize (w Red die) to gain 1 Red mana crystal

End of Turn: reroll Red die to Red; Reputation -1 (+1); draw March, Temporal Portal & Rage

Dummy’s turn
Tranquility, Swiftness & Improvisation, plus Threaten (6 left)

Plunder the Village: draw Stamina & Rage; Reputation -1 (0)

Krang’s turn
Hand: Determination, March, Temporal Portal, Rage, Stamina, Rage & 1 Wound

Source: Red, White & Black

Stamina & Peasants for Move 4; move to the plains & reveal Tile V (reveal Volkare’s Camp level 5,
Diggers & Lava Dragon)

Temporal Portal to move to the plains; reveal Shocktroops garrisoned at the Keep

End of Turn: draw Swift Bolt (+1 from Temporal Portal)

Dummy’s turn
Promise, Rage & Stamina, plus Refreshing Walk & Concentration (1 left)

Krang’s turn
Hand: Determination, March, Rage, Rage, Swift Bolt & 1 Wound

Source: Red, White & Black

March plus Rage sideways for Move 3; assault the Keep: Reputation -1 (0)

Combat with Shocktroops: Swift Bolt for Ranged Attack 4; defeat Shocktroops: Fame +3 (25),
mark the Keep with a shield

End of Turn: reroll White die to Blue; level up: add 3rd Command token & Hand limit increase to 6;
draw Swiftness, Concentration & Mana Draw, plus Swiftness (+1 from the Keep)

Dummy’s turn
Determination (0 left)

Krang’s turn
Hand: Determination, Rage, Swiftness, Concentration, Mana Draw, Swiftness & 1 Wound

Source: Blue, Red & Black

Swiftness for Move 2; move to the plains

Challenge Lava Dragon: Feral Allies to reduce Lava Dragon’s attack to 5; Concentration (w Green
mana crystal) with Determination & Savage Monks for Block 10; Rage (w Red die), Swiftness (w
White mana crystal) plus Mana Draw sideways for Attack 8; defeat Lava Dragon: Reputation +2
(+1) & Fame +8 (33)

End of Turn: reroll Red die to Green; draw Ruby Ring

Dummy’s turn
Declares End of the Round

Krang’s turn
Hand: Ruby Ring & 1 Wound

Source: Blue, Green & Black

Ruby Ring to gain 1 Red mana token & 1 Red mana crystal; Fame +1 (34)

End of the Round

Round 4 (Night)

Unit offer: Ice Mages, Herbalists & Delphana Masters, plus Shield Bash, Frost Bridge & Heroic
Tale

AA offer: add Force of Nature to Dummy deck & draw Into the Heat to replenish the offer

Spell offer: add a Blue crystal to Dummy inventory & draw Restoration/Rebirth to replenish the
offer

Source: Green, Red & Gold

Starting hand: Crushing Bolt, Tranquility, Ruby Ring, Crystallize, Swiftness & Rage, plus March (+1
from the Keep)

Tactics: choose (3) Mana Search, DP draws (5) Preparation

Krang’s turn
Hand: Crushing Bolt, Tranquility, Ruby Ring, Crystallize, Swiftness, Rage & March

Source: Green, Red & Gold

Mana Search: reroll Gold & Red dice to Red & White

March (w Green die) for Move 4; reveal Tile 7* (reveal White City level 8 & Storm Dragon)

Tranquility to draw Ruthless Coercion

Ruthless Coercion sideways for Move 1; move to the wasteland & reveal the garrison of Volkare’s
Camp: Ironclads, Ironclads, Lava Dragon & Altem Mages

Peasants for Move 2; move to the plains adjacent to the Keep

End of Turn: reroll Green die to Blue; draw Determination, plus Stamina (+1 from the Keep)

Dummy’s turn
Swiftness, Swiftness & Rage, plus Force of Nature (15 left)

Krang’s turn
Hand: Crushing Bolt, Ruby Ring, Crystallize, Swiftness, Rage, Determination & Stamina

Source: Blue, Red & White

Challenge Storm Dragon: Feral Allies to reduce Storm Dragon’s attack to 3; Determination (w Blue
die) plus Ruby Ring sideways for Block 6; Rage (w Red mana crystal) & Swiftness (w White mana
crystal) for Attack 7; defeat Storm Dragon: Reputation +2 (+2) & Fame +7 (41)

End of Turn: reroll Blue die to Gold; level up: draw Mana Enhancement & Arcane Disguise, but
pick Nature’s Vengeance instead; DP adds Shapeshift to Common Skill offer;add Agility to top
deck, draw Fire Bolt to replenish AA offer; draw Agility, Swiftness & 1 Wound, plus Swift Bolt (+1
from the Keep)

Dummy’s turn
Threaten, Refreshing Walk & Crystallize, plus One with the Land, March & Druidic Paths (9 left)

Krang’s turn
Hand: Crushing Bolt, Crystallize, Stamina, Agility, Swiftness, Swift Bolt & 1 Wound

Source: Red, White & Gold

Mana Search: reroll Gold & Red dice to Blue & Green

Stamina (w Blue die) for Move 4; move to the Keep & reveal Tile 10* (reveal Orc War Beasts& Wolf
Riders)

Challenge Orc War Beasts: Nature’s Vengeance to reduce Orc War Beasts’ attack to 2; Swiftness
for Move 2 & dodge Orc War Beasts’ attack; Crushing Bolt to gain 1 Green mana crystal; Savage
Monks (w Green mana crystal) & Feral Allies for Attack 5; defeat Orc War Beasts: Reputation +1
(+2) & Fame +3 (44)

Swift Bolt to gain 1 White mana crystal

End of Turn: reroll Blue die to Green; draw Mana Draw, Concentration & Stamina, plus Rage (+1
from the Keep)

Dummy’s turn
Determination, Improvisation & Concentration, plus Mana Draw (5 left)

Krang’s turn
Hand: Crystallize, Agility, Mana Draw, Concentration, Stamina, Rage & 1 Wound

Source: Green, Green & White

Agility (w White die) plus Crystallize sideways for Move 5; assault the Keep: reveal Heroes (Blue)
garrisoned there & Reputation -1 (+2)

Combat with Heroes (Blue): Nature’s Vengeance to reduce the Physical Attack by 1 & Heroes
(Blue) gain Cumbersome for the combat; Mana Draw; Concentration (w Green die) with Stamina
for Move 6; dodge the Ice Attack; Battle Hardened to reduce assigned damage from Physical
Attack to 0; Rage (w Red mana crystal) for Attack 4; defeat Heroes (Blue): Fame +5 (49) &
Reputation -1 (+1), mark the Keep with a shield

End of Turn: reroll White die to White & Green to Black; level up: add 4th Command token &
Armor increase to 4; draw Promise, Improvisation, Savage Harvesting & Temporal Portal

Dummy’s turn
Promise, Stamina & Blood Ritual, plus Rage (1 left)

Krang’s turn
Hand: Promise, Improvisation, Savage Harvesting, Temporal Portal & 1 Wound

Source: Green, White & Black

Savage Harvesting (w Green die) for Move 4; move to the Deep Mine & discard Promise to gain 1
White mana crystal

End of Turn: reroll Green die to Black; gain 1 Green mana crystal from the Deep Mine

Dummy’s turn
Tranquility (0 left)

Krang’s turn
Hand: Improvisation, Temporal Portal & 1 Wound

Source: White, Black & Black

Mana Search: reroll both Black dice to Blue & Gold

Temporal Portal (w Blue die) to move adjacent to the White City; reveal the garrison: Guardsmen,
Gunners, Freezers & Fire Catapult

Hand limit increase by 2 for next time cards are drawn

End of Turn: reroll Blue die to Red

Dummy’s turn
Declares End of the Round

End of the Round

Round 5 (Day)

Unit offer: Heroes (Red), Utem Guardsmen & Fire Golems, plus Path Finding, Intimidate & Dodge
and Weave

AA offer: add Mountain Lore to Dummy deck & draw In Need to replenish the offer

Spell offer: add a Red crystal to Dummy inventory & draw Flame Wall/Flame Wave to replenish the
offer

Source: Blue, Green & Red

Starting hand: Concentration, Crystallize, Improvisation, Crushing Bolt, Rage & Stamina, plus
Ruthless Coercion, Swift Bolt (+2 from the Keep), Ruby Ring & Swiftness (+2 from Temporal
Portal)

Tactics: choose (3) Mana Steal (take a Green die), DP draws (2) Rethink

Dummy’s turn
Threaten, Crystallize & Promise, plus Rage (16 left)

Krang’s turn
Hand: Concentration, Crystallize, Improvisation, Crushing Bolt, Rage, Stamina, Ruthless Coercion,
Swift Bolt, Ruby Ring & Swiftness

Source: Blue & Red

Stamina (w Blue die) for Move 4; move to the Keep

Ruby Ring to gain 1 Red mana token & 1 Red mana crystal; Fame +1 (50)

Ruthless Coercion (w Red mana token) plus Crystallize sideways for Influence 7 (+1 from
Reputation); recruit Fire Golems

End of Turn: reroll Blue die to White; Reputation -1 (+1); draw March & Savage Harvesting (+2
from the Keep)

Dummy’s turn
Mana Draw, March & Determination, plus Swiftness, Blood Ritual & Concentration (10 left)

Krang’s turn
Hand: Concentration, Improvisation, Crushing Bolt, Rage, Swift Bolt, Swiftness, March & Savage
Harvesting

Source: Red & White

March & Savage Harvesting, plus Concentration sideways for Move 5; assault White City:
Reputation -1 (0); reveal Heroes (White) garrisoned at the Keep

Ranged & Siege Attack phase: Crushing Bolt (w stolen Green die) & Savage Monks (w Green
mana crystal) for Siege Attack 7; defeat Gunners: Fame +7 (57)

Block phase: Nature’s Vengeance to reduce Freezers attack to 2 (gain Cumbersome); Feral Allies
to reduce Freezers attack to 1; Peasants for Block 2 & Swiftness for Move 2 (used to dodge
Freezers attack); block Freezers

Assign Damage phase: Guardsmen hit Peasants (take 1 Wound); Battle Hardened to ignore 1
point of damage from Fire Catapult; Fire Catapult hits Savage Monks (take 1 Wound) & Krang (add
1 Wound to hand)

Attack phase: Rage (w Red die) & Swift Bolt (w White mana crystal) for Attack 8; defeat Freezers:
Fame +7 (64)

Guardsmen & Fire Catapult left, retreat to the forest; add 2 shields to city card

End of Turn: reroll Green & Red dice to Green & Black; level up: draw Spirit Guides & Battle Frenzy
(pick this one), DP adds Secret Ways to Common Skill offer; add Fire Bolt to top deck, draw
Crystal Mastery to replenish AA offer; draw Fire Bolt, Swiftness, Determination & Promise, plus
Tranquility & Stamina (+2 from the Keep)

Dummy’s turn
One with the Land, Force of Nature & Rage, plus Druidic Paths & Stamina (5 left)

Krang’s turn
Hand: Improvisation, Fire Bolt, Swiftness, Determination, Promise, Tranquility, Stamina & 1 Wound

Source: Green, White & Black

Stamina for Move 2; assault White City: Reputation -1 (0)

Block phase: Nature’s Vengeance to reduce Guardsmen attack to 2 (gain Cumbersome);


Determination for Block 2; block Guardsmen

Assign Damage phase: Feral Allies to reduce Fire Catapult attack to 7; Battle Hardened to ignore
1 point of damage from Fire Catapult; Fire Catapult hit Krang (add 2 Wounds to hand)

Attack phase: flip Battle Frenzy for Attack 4; Fire Golems (w Red mana crystal) for Fire Attack 4;
defeat Fire Catapult: Fame +7 (71); Improvisation (w Red mana crystal) & discard Promise for
Attack 5; Swiftness (w White mana crystal) for Attack 3; defeat Guardsmen: Fame +3 (74)

Tranquility (w Green die) to heal 2 Wounds from hand

Conquer the White City & become its leader; put 2 shields on city card

End of Turn: reroll Green die to Black; draw Mana Draw, Temporal Portal, Rage & 1 Wound, plus
Agility (+2 from being White City leader)

Dummy’s turn
Swiftness, Mountain Lore & Improvisation, plus Refreshing Walk & Tranquility (0 left)

Krang’s turn
Hand: Fire Bolt, Mana Draw, Temporal Portal, Rage, Agility & 2 Wounds

Source: White, Black & Black

Agility, plus Fire Bolt & Temporal Portal sideways for Move 4; assault the Keep: Reputation -1 (0)

Combat with Heroes (White): Battle Hardened to ignore 2 points of damage from the Physical
Attack 2; Heroes (White) hit Fire Golems with Physical Attack 3: ignore damage because of
Physical Resistance; Mana Draw (w White die) to set Black die to Red: gain 2 Red mana tokens;
Rage (w Red mana token) & Feral Allies for Attack 5; defeat Heroes (White): Fame +5 (79) &
Reputation -1 (-1), mark the Keep with a shield

End of Turn: reroll White die to White

Dummy’s turn
Declares End of the Round

End of the Round

Round 6 (Night)

Unit offer: Altem Guardsmen, Guardian Golems & Catapults, plus Peaceful Moment, Mana Storm
& Chivalry

AA offer: add Into the Heat to Dummy deck & draw Blood Rage to replenish the offer

Spell offer: add a Green crystal to Dummy inventory & draw Offering/Sacrifice to replenish the
offer

Source: Green, White & White

Starting hand: Temporal Portal, Stamina, Swiftness, Improvisation, Tranquility & Stamina, plus
Savage Harvesting & Promise (+2 from being White City leader)

Tactics: choose (2) Long Night, DP draws (1) From the Dusk

Dummy’s turn

You might also like