adel10 dit:a part que les fig sont peinte qu'est ce que cela amène a un joueur de mage knight ou a quelqu'un qui a les jeu sus cité ( en fait plus encore)
En fait, il n'y aura pas de figs peintes, juste des silhouettes pour incarner les persos... On est donc loin de voir revenir notre bon vieux MK... Don Lopertuis PS : pour l'instant, je suis nettement plus attiré par les figs de Pathfinder que par ce que je vois de ce énième landcrawling à la sauce MK.
adel10 dit:a part que les fig sont peinte qu'est ce que cela amène a un joueur de mage knight ou a quelqu'un qui a les jeu sus cité ( en fait plus encore)
En fait, il n'y aura pas de figs peintes, juste des silhouettes pour incarner les persos... On est donc loin de voir revenir notre bon vieux MK... Don Lopertuis PS : pour l'instant, je suis nettement plus attiré par les figs de Pathfinder que par ce que je vois de ce énième landcrawling à la sauce MK.
Si si il y aura des fig peintes. Certes pas très belles mais elles ont au moins le mérite d'exister. Les silhouettes que l'on a pu voir sur quelques images étaient issues du proto de Chvatil.
Je remets l'image du dos de la boîte sur laquelle on voit lesdites figurines :
Oups, au temps pour moi. J’avais encore à l’esprit les démo de parties vues sur le net et qui utilisaient des silhouettes sur carton. Il n’en reste pas moins que les figurines ici présentées sont très moches par rapport aux modèles d’origine.
Don Lopertuis dit:Oups, au temps pour moi. J'avais encore à l'esprit les démo de parties vues sur le net et qui utilisaient des silhouettes sur carton. Il n'en reste pas moins que les figurines ici présentées sont très moches par rapport aux modèles d'origine. Don Lopertuis
J'avoue qu'elles ne sont pas terribles. Wizkids a peut-être en tête un idée du genre nous sortir un set premium de figurines ou nous faire acheter celles d'autres gammes... Comme celle de Pathfinder Battles justement
Parce que si les 4 héros de ce nouveau mage knights sont identiques en terme de caractéristiques et que les différences ne sont que visuelles, je me verrais déjà assez bien utiliser le Beginner Box Heroes Set de Pathfinder Battles... Bonne technique commerciale!
Atanaheim dit:J'avoue qu'elles ne sont pas terribles. Wizkids a peut-être en tête un idée du genre nous sortir un set premium de figurines ou nous faire acheter celles d'autres gammes... Comme celle de Pathfinder Battles justement
Je crois que cela doit bien leur trotter quelque part dans la tête
Parce que si les 4 héros de ce nouveau mage knights sont identiques en terme de caractéristiques et que les différences ne sont que visuelles, je me verrais déjà assez bien utiliser le Beginner Box Heroes Set de Pathfinder Battles... Bonne technique commerciale!
Tu n'as même pas besoin de le faire, tu peux tout simplement rechercher dans les anciennes figs MK2.0, car celles présentées ici correspondent à : - Tovak Wyrmstalker - Goldyx - Moonborn Sorceress - High elven warrior
Don Lopertuis dit:Tu n'as même pas besoin de le faire, tu peux tout simplement rechercher dans les anciennes figs MK2.0, car celles présentées ici correspondent à : - Tovak Wyrmstalker - Goldyx - Moonborn Sorceress - High elven warrior Don Lopertuis
A part la Moonborn Sorceress, je ne parviens pas à trouver ces figurines. En même temps comme je ne suis pas à l'origine versé dans ce type de jeux, je ne dois pas savoir où chercher
En tout cas merci pour l'info. C'est sûr que si j'arrive à mettre la main sur ces fig là, ça sera du plus bel effet sur le jeu de plateau
Atanaheim dit:A part la Moonborn Sorceress, je ne parviens pas à trouver ces figurines. En même temps comme je ne suis pas à l'origine versé dans ce type de jeux, je ne dois pas savoir où chercher
Atanaheim dit:A part la Moonborn Sorceress, je ne parviens pas à trouver ces figurines. En même temps comme je ne suis pas à l'origine versé dans ce type de jeux, je ne dois pas savoir où chercher
Va voir là pour les références : http://www.miniaturetrading.com/im/sele ... game_id/26 A part le High elven warrior qui est du set de base Mage Knight 2.0, les autres sont toutes issues de l'extension Omens. Don Lopertuis
Je suis vraiment mauvais dans le domaine de la figurine alors. Car je suis passé sur ce site (un peu par hasard et beaucoup grâce à Google) et je n'ai pas réussi à m'en servir^^
Après je suis allé sur de gros sites américains où de nobles chevaliers ( ) ne m'ont trouvé que la sorceress.
Sont nuls ces nobles chevaliers. De même que les trolls et les crapauds...
Atanaheim dit:Après je suis allé sur de gros sites américains où de nobles chevaliers ( ) ne m'ont trouvé que la sorceress.
En même temps, je n'ai pas de mérite, je connais la plupart des figs de MK : j'ai été arbitre sur cette gamme - ainsi que sur Mechwarrior - pendant plusieurs années
The Spell deck comes with 4 spells which affect other players. These are removed from the game for co-op games. You might also want to remove them for learning games with new players. I’ve seen this card be played twice now, both by another player, and it hurt. Losing a Crystal just when you need it can be bad. But remember, if you are paying attention, you would have seen when the other player took this spell, know that they have drawn it at the end of their turn, and therefore you know they are probably going to cast it fairly soon. So, you could take that into account. Mana Radiance is just nasty when used at the right time.
DAY 26: Artifacts! We’re almost at the end of our journey now, with the last of the Deed cards to show you. We’ve seen basic actions, advanced actions and spells. Finally, Artifacts… Artifacts are different in a few ways. First of all, there is no Artifact offer. Whenever you gain an Artifact, you draw 2 cards from the top of the deck, choose one of them (which goes on top of your Deed deck) and return the other to the bottom of the Artifact deck. Secondly, the Artifact has 2 different effects. Whilst the other cards also have 2 effects, the difference with the stronger one is that if you use it, the Artifact is destroyed, remove it from the game. A powerful one-off effect.
I’ve chosen a nice simple Artifact to show you first. There is one of these rings for each basic colour of mana; they all do a similar thing. Each time you play it, you gain a red mana, a red Crystal and +1 Fame. Or, destroy it to have as much black and red as you want in a turn. Combined with other red cards, this could be very powerful. In my few games, I’ve had one of the rings once. I never used it for the stronger effect, but was very happy when I drew it for the mana and Crystal.
Je découvre seulement ce post que j’ai lu d’un bout à l’autre en bon fan de Chvatil. Grand merci à toi, Atanaheim, pour cette compilation.
Merci également à Don Lopertuis pour les refs des figurines. Comme mon boutiquier habituel est excellent, je ne doute pas qu’il va me les trouver !
En pré-peint, je ne connais que Claustrophobia et Heroscape. Les figs de Claustro sont plus belles que celles d’Heroscape, même si le rapport qualité/prix de ce dernier était remarquable). Vous situeriez la qualité des figs de Mage Knights comment par rapport à ces deux jeux ?
XRipper dit:En pré-peint, je ne connais que Claustrophobia et Heroscape. Les figs de Claustro sont plus belles que celles d'Heroscape, même si le rapport qualité/prix de ce dernier était remarquable). Vous situeriez la qualité des figs de Mage Knights comment par rapport à ces deux jeux ?
Tout dépend des différentes éditions-extensions. Les toutes premières sont clairement moches. Les figs commencent vraiment à avoir de la gueule avec MK Minions, Pyramid et Dragon's Gate.
Cela varie également en fonction des sculptures : certaines ont un rendu tout à fait acceptable, tandis que d'autres ne sont ni faites ni à faire.
Bref, à toi de te faire ton avis avec cet exemple : on voit des choses potables mais beaucoup nécessitent des ombrages pour prendre un peu plus vie.
Here are the Tactic cards for Daytime. When I am explaining the game, I always leave these until the very end. I explain all about the action cards, what they can do in their turn etc, and then just as we are ready to start playing the first round of the game, I then show the Tactic cards.
The number on the card determines when you take your turn in the Round, so if you are near another Hero and are both going to be going for the same thing, grabbing the “1” means you will go first. However, you dont get a special power.
The cards get more powerful as the number gets higher. When I am teaching the game, I get the players to look at their hand of cards carefully before choosing a Tactic card. For example, in the walkthrough, the nearest space where you can do anything on the initial board setup is 5 Movement away. If you have been really unlucky and drawn no movement cards at all, I recommend taking Tactic #2 or #5
The game also comes with Night Tactics. You should not show these when people are learning the game until the start of the first Night. Just tell people they are different.
Enpassant me rappelle à mon devoir, voici ce que Paul Grogan a présenté ces derniers jours :
Paul Grogan dit:DAY 27: Raise your banner. Some of the Artifacts in the game are known as Banner Artifacts. These have a couple of different uses. And just to confuse everyone, I’m going to explain the stronger effect first
When you draw this card from your Deed deck, you could play it for the stronger effect in combat. This destroys the Artifact but produces a powerful one-off effect. This card is great for when you are taking on a city full of nasties. You turn up, activate the power of the “Banner of Fear”, or “Banner of Almighty Fear and Doom” and I will call my copy. The garrison in the city will hide in terror behind their city walls, and then you march in and kill them.
Next up, the basic effect of the card. You can play this card and attach it to one of your Units. When you do this, that Unit effectively gains an extra ability - in this case, you can spend the Unit to cancel any one attack against you. This spends the Unit but does not use up the Artifact. If you can ready the Unit somehow, you can then use it again. Once a banner is assigned to a Unit, the stronger effect can no longer be played as this is only usable when played from your hand. At the end of each Round, when you come to shuffle all your Deed cards together, you may choose to take the banner from the Unit and put it back into your deck. There are 4 Banners in the game: Fear, Glory, Protection, Courage.
DAY 27a: Special Wednesday bonus preview
The three other special cards from the other 3 Hero decks. This card replaces one of the other action cards so that each players initial deck is 16 cards.
DAY 28: This could hurt a bit
This Artifact should be self explanatory. Big powerful attack at the risk of a wound. Or massive powerful attack at the risk of more wounds. Siege Attack 12 will definitely come in helpful! Currently, Filip is the winner of the competition “How many self-inflicted wounds can you take from playing this card” with 4 Wounds. I hope it was worth it. DAY 29: You have some skill my young friend Week 5 starts here. Week 5 is the last week. Thankyou for following this for the last 4 weeks and all of the positive comments that have kept me doing this.
The main topic for this week are Skills. Each Hero has 10 unique Skill tokens which are shuffled and placed face down in a pile at the start of the game. When teaching the game, that is all you need to do. Dont even look at them. Dont even explain or read how they work - new players will already have enough to remember. Each Hero also comes with a 2-sided reference card which has all of the rules for their skills on them. Again, just put this to one side when setting up the game for the first time. When a Hero levels up for the first time (from Level 1 to Level 2), they draw 2 Skill tokens from the top of their pile, choose one and place the other one in a Common Skill offer. Apart the one different card in the Basic Action cards that come with a Hero, the Skills are the only other thing that make that Hero different. Heroes do not have any special rules or anything else that apply to them, just the different skills and the one different card. However, whilst at first, this change might feel subtle, it does fundamentally change the way that these heroes play. I think this is great news, because it means that those people who want to start creating their own Heroes for the game simply need to come up with 1 Basic action cards and 10 new Skills, and you have a new Hero! Of course, balancing it is another thing entirely.
So… Skills. These are very different from other cards we have shown so far, because they are not cards that go in your deck. All the other cards you gain, go into your deck and will usually only be played once per round, whenever the card comes out. Skill tokens however, sit in front of you and are there each and every turn. Lets have a look at two of them…
These two skills are from the Hero Tovak. I should have probably put a gap between the two skill tokens in the image, because it looks like one big long skill. Sorry for that. The left hand Skill is called “Cold Swordsmanship”. It is very simple. Each turn, you get either +2 Attack or +2 Ice Attack. Every turn, not once per round. It is like you having a card in your hand every turn with +2 Attack / +2 Ice Attack on it. Tovak is good against fighting Fire based monsters. The right hand Skill is called “I Feel no Pain”. Once per turn, except in combat, Tovak can discard a Wound card from hand to draw a card from his Deed deck. Whilst healing is normally better (since then the Wound is gone permanently), I’ve used this card when I last played to great effect. It did mean that I wasnt too bothered about taking the odd Wound to my hand, because I was able to discard them and draw another card instead each round. Of course, I still lost lots of VP for Wound cards at the end of the game!
DAY 30: Shooting Leaves
Two Skills today from a different Hero. Day Sharpshooting is one of a number of skills in the game which boost an effect but by a different amount depending upon the time of day, in this case Ranged Attack. Remember that this Skill is permanent and can be used each turn, and being a fan of killing enemies before they get to hit you, I quite like this skill. 2 extra Ranged Attack in each combat is pretty nice. Of course, when fighting cities, it isn’t that useful, since all the defenders are fortified. The second skill today is Leaves in the Wind. Again, there are a number of similar skills like this in the game. The flip symbol shows that this Skill can only be used once per Round, you flip it over when it is used – it will refresh at the end of the Round. This Skill gains the Hero one Green Crystal and one White mana token.
Potion Making is another example of a Skill which is only usable once per round, and this is another simple one. Those of you that have been following things so far can probably work out what this Skill does already. Once per Round, you can use this Skill to gain Heal 2, which you can then use to heal yourself or your Units. Healing effects cannot be used in combat, and this applies to this Skill too – but they can be used after combat. Glittering Fortune can be really good if you adopt a plan to work well with it. You turn up to a local village, show them your bag of shiny things and they all go “Ooooo” and “Ahhhh”. Each turn, you gain bonus influence for interaction based on how many different coloured crystals you have. You dont lose the Crystals, just show them. So, if you manage to get all 4 colours in your backpack and don’t need them for anything else, that is +4 Influence each turn. Very nice.
Special Sunday bonus
Someone requested I post one of the Core Map tiles.
DAY 32: Polarazing Negotiations
Dark Negotiation is really easy. +3 Influence per turn at Night, reduced to +2 during the Day. Polarization. Once per turn, you can use a mana of the opposite colour. This means that during the Day, you could use a black mana (normally unusable) as gold (i.e any basic colour). And at Night, you could use gold as black, so more chance of you being able to power up the stronger effect of Spells.
DAY 33: Come on people. Get a move on.
Each Hero has a Motivation Skill. They all do the same thing, with one slight difference. Each Skill allows the Hero to draw 2 cards, but in addition to this, if they are currently in the lowest position on the Fame track (i.e losing), they also gain a mana token. This skill shows blue mana, but the other Heroes have different colours. Now, the Motivation Skill is a bit tricky because you can use it on another players turn. In fact, this is probably the best idea. Since any mana tokens you gain are only lost at the end of your turn, you can easily gain mana outside of your turn and it stays around, giving you a chance to use it. It even stays around between one game Round and the next, as long as you haven’t had a turn. The best time to actually use this is right after your turn. The reason for this is that you will draw the 2 cards early to give you more time to plan your turn. Vlaada is very keen on minimising downtime in games, so this is why this Skill can be used in another players turn rather than “at the start of your turn”. Players who decide to wait until the start of their turn to use it will then have to rethink / replan their turn again which slows the game down.
The other Skill today is called “Who Needs Magic”. Once per turn, one of the cards you play sideways counts as 2 ‘something’ instead of 1. Also, if you didn’t use a mana die from the Source this turn, it counts a 3 ‘something’ instead of 2. Now, a clever player (let’s call him, erm…. Paul), wants to use this Skill, playing a card sideways for 3 and laughing as the High Dragon is defeated. And then after the combat, he then wants to use a mana die from the source. This might sound legal, because at the point I (erm, I mean this random player) used the Skill, a mana die hadn’t been used. However, this is illegal and any player trying to stretch the rules like this should be slapped. The official answer is: If you do use this Skill to play a card sideways for 3, then you cannot then use a mana die from the source later in that turn.
DAY 34: Wounds are not all that bad.....
Thanks to Filip for suggesting we show these 2 Skills. We mentioned in earlier posts that the different Skills define the heroes and how they play. We have covered combat, and the impact of Wound cards, both during the game and in terms of end of game scoring. So right now, avoiding Wounds seems to be the best thing to do. However, these 2 Skills show how Wounds can be useful.... Power of Pain: Once a turn, you can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile. The second skill is what is known as an Interactive Skill. These are removed for Co-Op games because they hurt other players... Each Hero has one Interactive Skill. Healing Ritual: Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead to the Wound pile. This Skill has come out in one of the games I played and it was funny to see the other players running away
Ben c’est malin : un jeu de plus J’aurais pu faire l’impasse mais 1) je n’ai pas runewars et je lutte depuis un certain temps pour ne pas l’acheter 2) un jeu qui affiche fièrement qu’il n’est pas fabriqué en Chine, je me dois de soutenir cette initiative 3) Par ailleurs, je vois bien un fort potentiel à la customisation et aux extensions non officielles…
Bref je vais craquer, d’un autre côté, vu que c’est du Wizkid, je dois pouvoir le faire passer comme cadeau pour les gamins