When processing orders, abilities will be processed in the order that players posted or edited (whichever is later) their posts and then moves will be processed in the same order. This means that all abilities will be used before any unit moves, so plan accordingly. You may edit your orders up to the end of the round, but doing so may change your place in the order of when your abilities and moves are processed. For each round after the first, I will provide a log that will include the order that everything was done in.Isn't that going to grant a major advantage to people in specific timezones / happen to be awake or active at particular times?
@taulover: It certainly gives people an incentive to be as early as possible.Fair. I suppose it's more accurate to say that this rewards higher activity level, which is kinda the opposite of what I had been expecting coming in from traditional Mage Wars.
I don't think this will be a problem in this game, as all the players are in the US or Canada. I'm not sure if it'd be a problem in general, since someone posting early might have to edit their post and be bumped back behind everyone who had already posted.
@taulover: It may not have been as obvious, but the base game went in the same order. If two people targeted each other on the same turn, the one that posted first would hit their target and survive (since their target would not have survived to launch their own attack).Right, just that didn't really matter much to how you played before.
How do you accumulate AP?I believe you just automatically gain one AP per Mana Pool level at the start of each turn.
That seems reasonable, and maybe I just didn't read closely enough, but I didn't see anything saying that.How do you accumulate AP?I believe you just automatically gain one AP per Mana Pool level at the start of each turn.
@Gerrick: Creatures summoned by you can be spawned anywhere on the map, as before (although now apprentices must bring the scroll/artifact to you in order for you to do so). Creatures spawned by an apprentice must be spawned north, south, east, or west of the apprentice which you can specify. In both cases they can't be spawned in tiles that already have an apprentice or creature on them, including Briar Wall. If a creature is spawned on a tile with Mana-Runes, they'll automatically trip them and take damage.So spells can be cast both by the player and apprentices? Including the starting spell? If that's the case, I'm assuming spells cast by the player cost 1 AP, right? Or is it just single use scrolls/artifacts that the player can cast?
I support Gerrick. Go House Burdock!Did I switch houses? :o (Yeah I know not your point just joking)
My plan was to switch back and forth between you two. I wasn't gonna leave you hangin!I support Gerrick. Go House Burdock!Did I switch houses? :o (Yeah I know not your point just joking)
Wait, you can Teleport an apprentice from the tower and back on the same turn?Wouldn't that cost too much AP?
Does making my choice for the Ether Scythe use up any AP?No, it does not use any AP. And that should be Mana Wraith, sorry for the typo. As for what it is...I guess you'd have to find out. :P
Also, what's Mana Wrath?
Risentur (not one of my apprentice names, darn): Work on Tower WallsSorry for that, I had forgotten that you had your own names...we can rename them if you wish.
Yeah I would like that to happen, preferably a random name from that list (at this point I won't add new names so don't worry about that happening).Risentur (not one of my apprentice names, darn): Work on Tower WallsSorry for that, I had forgotten that you had your own names...we can rename them if you wish.
@taulover, that's a good question. I suppose the assumption is that tomes deposit into the library because that's the only place that can funtionally use them. Is there a reason you'd want to hold them in general inventory?I could want to store them in the tower, which is safer than on the apprentice, and potentially pick and choose which one to learn in the future because of the limited library slots (especially since building improvements are so expensive particularly when you only have one apprentice).
I have returned! How aren’t I dead?Nobody has discovered your tower yet, lol.
So our apprentices can cast a spell after moving on the same turn? Thought casting was a separate action on that front and so it would have to be done on a different turn.Same question here, this is my understanding of the rules also.
Looks like you missed Zaen's action from last turn on the log.Whoops! I have edited it in...sorry about that. :)
Whoops.Am just concerned because with this change, it greatly alters what sorts of moves I would have done in the past.
My intention was to say that attacks would go first, so there wasn't a situation where a player could move to ambush an apprentice and kill them on the same turn. However, the wording in the manual does say that it applies to all actions. By that reasoning, I should be applying summons and Shinedown abilities first when I have not.
I'm open to proceeding either way, if anyone has input.
@taulover, it's not really a change...just something that I don't think was noticed until now. I'm a bit hesitant to change it now, especially since it would impede move then teleport orders such as the one Kane executed on this turn (since teleport is a tower ability and should be done before any apprentice moves).I don't see how you're getting this. Your rulebook says:
Actions for each round will occur via combined action/move phase, meaning that all units (including towers) will use their attacks and abilities in order of the player who posted first that round to the player who posted last that round, in turn going in order of units action provided by the player in the post.So it would be allowed already under the existing rules.
However, players should pay attention to players subsequent post to insure that actions posted will not impact their movement (for example, a case where a player posts a move to a tile and then another player summons mana-runes at that location, which will damage the unit because abilities are cast before movements are made).
Tower: Teleport Zaen to 7,22; Return Wisent to Tower.If all attacks happen before all moves, then what does this even mean? Zaen is currently at tower and so the attack would come from the tower.
Zaen: Collect anything, Cast Fireball West, Move North, and Collect anything.
@taulover: You didn't indicate which tile you wanted to summon the rune on. You can summon it on any adjacent tile, but as I said before the AoE effect will apply to all 9 tiles surrounding the rune.How far away from my apprentice can I summon the rune? And the rules say that it will affect other friendly units; does this include the unit that summoned it, or just other friendly units?
@Wintermoot is the only way to recover mana to make a mana potion and then drink it?