Thanks, guys. I still have some ‘problems’ reigning in my style-over-substance tendencies, mostly vis-a-vis using overly ornamental fonts. There aren’t any overly large text blocks, though (so it isn’t too hard to read), and I like how it looks.

This was mostly just a reimagining job, though, and almost strictly on the setting and components- no actual rules or missions were changed. The fun part will come with writing new campaigns and adventures to use the rest of the Confrontation stuff I have around.

You may most definitely show off Don Quixote. That’s superb work and I would happily play the game with that design.

I haven’t really been reading about Mage Knight but the name keeps popping up and it seems to generate a lot of positive buzz. I’ll have to look into it. Thanks for the reminder Mike.

Wendelius

Mage Knight comes with a full rules book but it also comes with a really well written walkthrough with a lot of pictures that teaches you how to play the intro scenario. I’d suggest downloading the PDF of the walkthrough and just reading that.

Just played Mage Knight and Ora & Labora. Somehow I convinced my wife to play both and she liked them. She actually kicked my butt at Ora & Labora.

On a separate note,I now am in need of recommendation for a board game. I have a backlog I need to get through so I can sell off a chunk of my collection.

What game should I play next?

A Game of Thrones: The Card Game
Fortune and Glory: The Cliffhanger Game
Greed Incorporated
Hybrid
Luna
Merchants of the Middle Ages
Nuns on the Run
Poseidon’s Kingdom
The Resistance

I have experience with only two of these:

A Game of Thrones LCG can be a bit difficult to learn how to play, but it’s worth the effort. The real strength of the game lies in the constant tweaking of your constructed decks (a la Magic:TG, but nowhere near the same cost), but that only happens if you commit to getting each chapter pack and expansion. I just can’t say no to a decent build-a-better-mousetrap mechanic, so I know eventually I’ll end up with everything. Fortunately, you can stick to just the base game, but you’ll eventually want more. If you go that route, buy a second core set before you do anything else and visit the BGG forums and browse through the various decks at cardgamedb.com and www.agotcards.org.

The other is Nuns on the Run. Can be a really fun time for the majority of the Nun players, not so much for the guards. Might present a few difficulties with rule interpretations over what constitutes line of sight, whether or not a nun is forced to head back to their room and whether or not they can break free, etc. I like it, but the complaints against it are fair. Might be easier to go with Scotland Yard instead.

My girlfriend and I just concluded our first game of Mage Knight last night, and we both loved it. We played the training scenario (“The First Reconnaissance”) to learn the game. But prior to playing, I’d read the walkthrough book twice and the rule book once to ensure I could address any questions she had without referring to either book. After the first round-and-a-half, we both started to grok the strategy of the game. You know that moment, when everything clicks and you mutter “Ahhhh!” to yourself.

On one of my turns in Round 3, I thought long and hard about entering an Ancient Ruins that contained a face-down brown (3rd toughest monsters in the game) and Draconum (toughest monsters in the game) token, but yielded two Artifacts as a reward. Since Goldyx (my character) was only level 4, I thought, “Well, let me check what monsters might be waiting for me to see if I even have a chance.”

So I consulted the list on the back of the walkthrough book and thought, “Hmm…only the Medusa (brown token, 20% chance of drawing) would suck, since, if I can’t block her Physical Damage 6, I’ll lose all 6 cards from my hand (had 7 cards in my hand, but one was a Wound) from being paralyzed. But even if a Medusa isn’t in the ancient ruins, finding even a lowly Swamp Dragon (Draconum token, 20% chance of drawing) would be a challenge to defeat.”

But since, in Ancient Ruins, defeated monsters remain defeated, as opposed to being replaced with new monsters, I thought I might be able to pull it off by killing one monster in one turn, and the other the following turn. “But please don’t let the brown token be a Medusa!”

So, being the brave (and greedy!) Mage Knight that I am, I moved onto the Ancient Ruins and declared I would enter them! I flipped the Draconum token and…“Swamp Dragon! Sweet!” As I placed my hand on the brown token, I prayed, “Please, no Medusa!” I flipped the brown token and…“Nooooooo! Curse you, Medusa!”

Since neither monster had resistances or were fortified, I decided to attack both at range instead of individually. But since I had only one action card with a Ranged Attack (strong effect), I wasn’t able to kill either as they slithered and flew towards me!

So now I had to attempt to block each one individually. In this case, the lesser of the two evils was the Swamp Dragon–I could handle being poisoned, but being paralyzed was not an option! So I maneuvered around the ancient ruins in a way that allowed the Medusa to engage me first. I needed Block 6 to prevent being paralyzed which, thanks to one of my two units and a mana die from the Source, I was able to achieve! Medusa attack blocked = no damage = no paralysis! Huzzah! But now the Swamp Dragon was upon me, and I had no way to block his Physical Damage 5, so I threw my two units to the Dragon as he chomped down on each, poisoning both in the process (i.e., each unit receives two Wound cards instead of one). Since I had only enough Attack to kill the Medusa, I did so to get that bitch out of the picture and collect the 5 Fame! I then ran and hid behind a pillar to catch my breath while the Swamp Dragon was still chewing on my units

On my next turn, I had only 6 cards in my hand, one of which was still a Wound, so only 5 action cards with which to engage the Swamp Dragon. So, I reviewed my 5 action cards along with my two skill tokens, crystals in my inventory, and mana in the Source. “Damn. I dunno if I can kill him. If only my two units weren’t wounded, I might have a chance!”

[As an aside for what I’m about to say, for those who play Dominion, do you know the feeling you get when you string together an awesome chain? Well, Dominion’s got nothing on this game when you do something similar in Mage Knight!]

Regardless of what I thought my chances for success were, I started to put the pieces together in my head…"Okay, first, there’s no way I can kill him at range, so I won’t even try. But I really need Block 10 or higher (since he has Swiftness) to block his attack, 'cause I don’t want to take poison damage (2 Wound cards to my hand and 2 Wound cards to my discard pile). But even if I block him, the attack would be useless if I can’t kill him. Will I have the proper cards remaining in my hand for an Attack 9 or higher after I block him?

“Okay, I can power this card with blue mana from the Source for Block 5 and this card with a red crystal from my inventory for another Block 3 for a total of Block 8. And this card’s basic effect gives me another Block 2 for a total of Block 10! Sweet! But do I have enough Attack (need 9+) with my remaining two cards? Oh! I can power this one with a green crystal from my inventory and then spend a red mana token I gained this turn from my once-per-round skill token for Attack 7, and my remaining action card has a basic effect of Attack 2! That’s Attack 9! Yes!”

I block the Swamp Dragon’s attack, which means no poison damage to me (my Hero’s deck), and kill him for 7 Fame and the reward of two Artifacts! Huzzah!

Even though my girlfriend won the training game by about 10 Fame, it was an awesome experience! If any of what I said interested you, purchase the game yesterday. It has a steep learning slope, but the view from the top is epic!

We’ve been playing a bunch of Eclipse at my place on the weekends. It’s really hit the sweet spot for combination of difficulty, variety, and length, especially now that we figured out that you draw X new technology tiles, rather than only replacing what’s been purchased. D’oh!

Some thoughts:

  • I have some doubts about the faction balance. The Eridani’s losing two influence disks seems crushing, while the Humans being able to move 3 ships instead of 2 is deadly potent. These might ease after playing a bit more.

  • Worries over the point spread from victory tokens proved to be insignificant, as players drew enough to filter up to the higher numbers.

  • Turtling can definitely be a factor, especially if everyone places tiles so as to wall themselves off. It’s not a strong strategy due to extra VPs in the middle, but once you’ve gone down that route it’s hard to undo, and then makes for a boring game. Only the two speedy factions (Planta and Draconi) really benefit from walling themselves off fortunately, so as we’ve played more it’s happened less as players intentionally try to link up other than through the central planet.

  • The game seems kind of staid and hard to make much military headway in due to the extreme cost to move ships. That is until someone demonstrates how brutal raiding with Neuron Bombs is!

We’ve played it 4 times so far, and I’m looking forward to playing again next weekend. Definitely fires Twilight Imperium 3; I much prefer TI3’s races, movement mechanics, and general flavor – but it just takes too damn long to play!

How many of you here (I know there are comparisons on BGG) who love Mage Knight have also played Magic Realm?

That was a great AAR, Mysterio!

Seconded, you should post that on BGG as a session report. :)

Thanks, guys!

And that’s a great suggestion, Nephrinn, as it would be my first!

Myself. Built myself a set back before Karim’s redesign (grumblegrumble). Learned it through realmspeak and a couple disastrous live games (I think Lutes was there, and Alan Au?). In fact, a big part of the reason I was interested in MK was (apart from Vlaada’s involvement) its perceived similarities to MR. To be honest, I like MK more than I ever did MR, though I have to admit I was never that huge a fan of MR- I like it much more in theory than I do in practice. The only thing I really like better in MR is the ‘sandboxy’ nature of it. MK is much more of a race game. I liked that MR basically said “here’s a set of rules on how this world works, make up your own goals within these parameters and see how you did after a month- if you live that long”.

Nice job Don! Thanks for sharing :)

I never bought TI3 because the play time is about 5 times longer than my group could handle. Now I’m having a similar problem with Eclipse. A typical game for us is in the 3-4 hour range. Our tendency to take breaks, drink heavily, and over analyze all contribute to this, but I won’t let the tail wag the dog here. We get together to socialize. Boardgaming is just what we happen to do.

Its not even that Eclipse is too long. Its actually perfect, but when we play it we don’t have much time for additional games. We are lucky to get in a round or two of King of Tokyo after playing Eclipse.

I am wondering when someone is going to distill the space 4X genre down yet further into a 30-60 minute game. I think it can be done. A lot of time spent playing eclipse is on upkeep and round maintenance. I guess I’m looking for the MOO of boardgames where Eclipse is the MOO2.

I might just have to design it myself.

Honestly, I don’t think it can be done. Eclipse is already heavily streamlined. All the games I’ve seen come close have either been sorely lacking something, or have intentionally cut out all combat.

What upkeep and round maintenance are you talking about anyway? That’s been by far the quickest part of each round for us, and Eclipse does a very slick job of minimizing all the accounting typical of such a game. All you do is apply your pre-calculated income to your cash/research/resources, shift your influence disks back to unused, and draw X new technologies.

I’d guess 10 minutes tops spent on such fiddling over the course of the entire game; more time is spent pondering the drawn technologies than is in actual accounting.

Ascending Empires?
Cosmic Encounter?
Race for the Galaxy? (Card game, I know, but it plays a lot like galactic strategy game)

I’ve yet to play Ascending Empires, but I don’t think the other two make the cut as a 4x game.

If any game has a shot at it though I’d bet on Ascending Empires, as I’m a fan of caroms mechanics.

I’ve yet to play Ascending Empires, but I don’t think the other two make the cut as a 4x game. I’ve never liked Cosmic Encounters, and RftG I liked ok at first but have come to think is shallow fluff that practically plays itself and is only one step up from solitaire.

If any game has a shot at it though I’d bet on Ascending Empires, as I’m a fan of caroms mechanics! The closest I’ve seen so far for my tastes is Ad Astra, though it lacks any combat.

Cosmic Encounter – the game that created the whole “unique player power” mechanic that we see everywhere today – is an all-time classic imo. I love it dearly, but it can be chaotic, and sometimes it can drag if you get a weird combination of alien powers. If I had to choose 1 of those 3 I would choose Cosmic, no contest.

That’s like, just your opinion, man.