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Mage Wars 2: The Masters of Men Expansion Game
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Current Gameboard (Turn 48)
Mage Wars

Gerrick
Imaginative Kane
taulover
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Game Posts
Wintermoot
  • Regional Stability Squad
  • The Greyscale Magi-Monk
  • Welcome to our 3rd Mage Wars game, and the first of the new expansion! Thanks for playing...I hope that you enjoy this game and have a lot of fun. :)

    For Players: Starting Out
    Everyone should see a grid at the top of this topic...this is the game grid that'll show you what's going on currently in the game, especially which tiles have been explored. Players should see a blue tile in the grid...this is the location of your mage tower. KEEP THIS SECRET because if another player targets that tile it's game over for you. If you don't see the game grid or your blue tile, PM me here on the forums or DM me on Discord before the end of the first round and we'll get to the to the bottom out.

    New Content
    The Masters of Men expansion adds a lot of new mechanics to the game, and as host I'll do the best I can to keep you aware of what your options are, especially with your apprentice units. However, if you're confused about something, have any questions, or just need help, feel free to contact me as well as soon as possible after the round starts so we can resolve it before the round ends. Your first round should be particularly simple: all you have to do is target a tile with your mage tower exploration spell (I'm thinking of calling it Shinedown, since it...you know, shines down on a location), give your apprentice an order, and let me know which initial spell you want to be in your library (this allows your apprentices to learn that spell).

    Giving Orders
    To reference a tile, specify it's x,y coordinate ("Teleport ApprenticeName to 1,2", "Cast Shinedown at 5,5", etc). If you're on a PC, you can hover your mouse over a tile to get its coordinates. If you need to reference your mage tower, please do so directly rather than give coordinates ("Teleport ApprenticeName to my tower"). If applicable, you can also reference an apprentice ("Cast Fireball at ApprenticeName").

    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.

    The Design Sheet
    If you're not sure about something in the game, first consult the expansion design document. If that doesn't clear things up, please contact me and we'll figure it out.

    Otherwise, gl;hf!

    For Non-Player Citizens
    This expansion includes the new Support of the Realm mechanic, which allows Citizens to provide support for a player every round...for each Citizen supporting a player, that player has a 1% greater chance of spawning a new apprentice for the next turn. To support a player, just post which player you're supporting in this topic. If you change your mind and want to support another player, you can edit your post up to the end of the round. Your support only lasts for a single round, meaning that you must post every round if you want to continue supporting a player.

    All Players
    When posting your moves this round, please let me know which initial spell you want in your library. Your options are: Fireball, Spark, Mana Shield, Summon Scorpion, Summon Briar Wall, Summon Mana-Rune, Heal, Beating Essence, and Freezing Touch. You can read more about each spell in the design document linked above.

    Player Stats
    Dawcreeke
    Dawsinian
    Gerrick
    Imaginative Kane
    TGN
    taulover

    Round Ends August 9th at 4AM Eastern
    Moves given after this point will not be counted. Please do not edit your post after this point or your entire post may be invalidated.
    « Last Edit: August 07, 2021, 08:19:02 AM by Wintermoot »


    I went all the way to Cassadega to commune with the dead
    They said "You'd better look alive"
    Wintermoot
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    taulover
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  • 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?
    1 person likes this post: Imaginative Kane
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    taulover
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    Wintermoot
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  • @taulover: It certainly gives people an incentive to be as early as possible.

    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.


    I went all the way to Cassadega to commune with the dead
    They said "You'd better look alive"
    Wintermoot
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    Gerrick
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  • Sorry I'm just getting around to asking for clarification, but is the following correct? AP is used to upgrade tower improvements or cast Shinedown or teleport an apprentice to a tile and 1 AP per Mana Pool level is replenished per turn, Mana is used to cast spells (not Shinedown) and can be replenished with the Make Mana Potion ability (which is only limited per use by the Mana Pool level), and Movement for apprentices is independent of both but default at one tile per Gym level per turn (but I assume the apprentice has to be at the tower to make improvements). Wouldn't moving the apprentice from your tower any way except transporting it somewhere reveal your tower's location? 
    1 person likes this post: taulover

    Duke of Wintreath and Count of Janth
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    Gerrick
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    taulover
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  • @taulover: It certainly gives people an incentive to be as early as possible.

    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.
    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.
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    taulover
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    Wintermoot
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  • Since there's been quite a few questions, which is understandable given how big the expansion is, I've extended the first round by 24 hours (or until 4AM on 8/10 Eastern Time).

    @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).

    @Gerrick: Think of AP as the number of things you can do as the player character, as opposed to the mana and movement points your apprentices and creatures have for their abilities and spells. You can cast Shinedown, teleport an apprentice who does not have the spell to do so themselves, use scrolls and artifacts, etc. Apprentices can cast their spells and abilities, but always have a hard limit of one spell/ability per turn. Mana can be replenished on the field by using a mana potion or by resting at your mage tower. 

    The tower improvements are based on apprentice movement...for example, of an improvement takes 10AP, and you had 10 apprentices with 1 movement working on it, it would be complete in 1 turn. The term AP in this case is admittingly confusing...that part of the guide was written when your character and apprentices both had AP in the design. And yes, moving an apprentice from your mage tower to a surrounding tile would definitely not be a good idea. Funny how your competitors know where they're at as soon as they're outside the tower. [=
    2 people like this post: Gerrick, taulover


    I went all the way to Cassadega to commune with the dead
    They said "You'd better look alive"
    Wintermoot
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    Imaginative Kane
  • Citizen
  • Wintreath's Unofficial King of Command & Conquer Single Player and Skirmish vs Easy Opponents as any Faction and against any Faction
  • Turn 1:

    Cast Shinedown at (5,10)

    Build Tower Walls

    Learn Fireball
    Peace through Power!!!
    One Vision, One Purpose!!!!!!!!!
    Oldies are goodies.
    Travel the world
    Orca.
    Meow

    Let us not repeat the mistakes of history.

    Now tell me.  What do you see?
    Imaginative Kane
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    • Young pessimistic technologically challenged somewhat ignorant animal and especially cat loving idiot.
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    taulover
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  • @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.
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    taulover
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    taulover
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  • How do you accumulate AP?
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    taulover
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    Gerrick
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  • Do summoned creatures/runes appear next to the apprentice, at a tile the player specifies, or just randomly somewhere on the map? 

    How do you accumulate AP?
    I believe you just automatically gain one AP per Mana Pool level at the start of each turn. 

    Duke of Wintreath and Count of Janth
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    taulover
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  • 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.

    Edit: never mind found it my bad
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    taulover
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    taulover
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  • Turn 1

    Mage Action: Cast Shinedown on (16, 13)

    Chroom: Make Mana Potion

    Starting Spell: Fireball
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    taulover
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    Wintermoot
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  • @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.



    I went all the way to Cassadega to commune with the dead
    They said "You'd better look alive"
    Wintermoot
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    Wintermoot
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  • I'm going to extend the round by a bit longer, to 9AM Eastern tomorrow morning (roughly 20 hours from this post). This will be the last extension, so if you haven't put your moves in, do so today!

    @Dawcreeke, @Dawsinian, @Gerrick, @TGN


    I went all the way to Cassadega to commune with the dead
    They said "You'd better look alive"
    Wintermoot
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    Gerrick
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  • @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? 

    Also thanks for answering all of our questions and extending the deadline! :)

    Duke of Wintreath and Count of Janth
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