Great playthrough. As always it is great to see Mage Knight content in this channel. I want to point out a couple of things. First, we forgot to get an artifact for burning the monastery in the first round. Second, we do not add a dummy skill for each level up in Lost Legion, you still add a skill for even numbered levels only. Also, a lot of cards were getting used sideways and we ended up needing them later. On the first turn in round 1, we got a huge hand and used up Improvisation for the monastery interaction so we can recruit the herbalist. We ended up needing to play 3 movement cards sideways as block when we burn the monastery and we had no movement left to move further in round 1. In round 2 we used a lot of cards to defeat two rampaging orcs that we did not move much nor were we able to fight more. This isn't to say we should never play cards sideways or have turns where we play a lot of cards, just keep in mind whether the card you play now is something that you might need more later in the round.
Hey! Thanks for the thoughtful comment. Good catch on me forgetting to take my artifact after burning down the monastery - it's crazy that I forgot to take artifacts twice in one round but fortunately I realized the second time as I was beginning the first night. :) As for the skills, the Lost Legion rulebook I have simply says "each of your level ups." In the past, I've spent a fair amount of time looking for clarification on this and the only things I found on-line were threads debating the intention of what was meant in the rulebook. Since Lost Legion in general seemed designed to give players more choice (e.g., cooperative skills, more mana dice in the source, and more units in the offer), the one skill per round seemed to me to be more consistent with the intention of the Lost Legion scenarios. But, of course, I'm happy to know if how I play this is wrong. Is the rulebook in UE less ambiguous on this point? I'd be really curious to see an official ruling if there is one. As for potentially playing too many cards sideways, it's a fair critique. With my play style, I can be pretty aggressive in burning cards sideways, esp in Volkare's Return or Volkare's Quest scenarios when I'm trying to not take too many turns each round. (As a sidenote, remember that when I got the Herbalists, I also got an important advanced action card (Chivalry), and I got Herbalists almost as an afterthought because I had Ruthless Coercion in my hand which gave me a discount.) I'm sure others might have some more optimal strategies and I love having new ways to think about this game!
@@SoloPlaythroughs The artifact that we eventually remembered for was the dungeon, not the monastery. I am looking at the Lost Legion rulebook and I did not find anything about adding a dummy skill each round. When we were at the monastery buying Chivalry alone would be fine. Getting the Herbalist might have helped for healing purposes, but since we lacked crystals we were banking on the source having green mana which didn't happen. Because we spent Improvisation on the Herbalist we ended up playing three move cards sideways that would have gone to moving to the glade and finish off the ironclad. There is merit to playing fast, but it can also reach a point where we are playing so quick that we can slow down and still have enough time to prepare for Volkare. Since Volkare still has cards in his deck at the end taking slower turns and fighting more was a possibility.
Hey again. So, on page 14 in Game Setup. "Cards and Skills: . . . If playing Solo, choose one of the other Heroes at random - add one Skill of that hero to the Common Skill offer after each of your level ups." Again, it can definitely be an errata and, after spending a fair amount of effort looking for an official ruling some time ago, I admittedly never bothered to revisit the issue. And, yeah, I'm with you on the artifact! I just commented how crazy it is I forgot to take my artifact reward twice in one round, and I was glad I at least remembered once. :) Love the strategy talk! Thanks again!
@@SoloPlaythroughs Upon checked ng page 14, I'd say that you are correct in adding the skill every level up. I had never noticed that myself. Always learning something new. I will make sure to remember this the next time I play a Volkares scenario
Yeah, I think I play as intended by the designer. But I also see the logic behind the alternate view that the wording was just poor, and the rule book assumes that players would understand that "each time you level up" should be read as "each time you level up and gain a new skill." It's a true Mage Knight mystery! :) Either way, I think it'd be the rare case that this change affects the ultimate result of a game.
Hello. Thank you for posting your play through. At 1:15:09, you say you can't place the city tile to the east, but why? The rule restricting core tiles from the coastline only applies to wedge maps to keep the cities closer together.
Yeah. Thanks for the comment. Someone else posted about that for me, but that might have been in another of my videos (after I had already filmed this one). I definitely had that rule wrong. :) I’m still not sure I understand the thematic and/or mechanical reason behind the distinction but it’s nice to know!
From the scenario book: "The extra rule prevents the Cities from being too far apart from one another." I think this means preventing competitive games in which the players diverge and have no hope of interacting. Technically, it isn't necessary for solo games, but I think it forces soloists to cross more tiles. Cheers and I look forward to your next playthroughs.
Really enjoying your MK videos. You do a great job explaining everything you are doing. It helps us get into your train of thought and understand why are you doing what you are doing.
At 38:30, you started your turn on a magical glade, so you should have gotten a black mana token at the start of your turn. Also, you ended the next turn on the same magical glade (42:10), so you could have thrown away that wound card that was left in your hand. Bring more Mage Knight, its great, I watched all your previous playthroughs :)
Good catch. I swear I need to install some kind of automated reminder beacon built into the board and my table for whenever I end on a magical glade. :) Thanks for the comment!
Sure did. I actually forgot to take an artifact twice in that first round but fortunately realized the second time and shuffled an artifact into my deck at the start of the first night. 🙂
Great playthrough. As always it is great to see Mage Knight content in this channel. I want to point out a couple of things. First, we forgot to get an artifact for burning the monastery in the first round. Second, we do not add a dummy skill for each level up in Lost Legion, you still add a skill for even numbered levels only.
Also, a lot of cards were getting used sideways and we ended up needing them later. On the first turn in round 1, we got a huge hand and used up Improvisation for the monastery interaction so we can recruit the herbalist. We ended up needing to play 3 movement cards sideways as block when we burn the monastery and we had no movement left to move further in round 1. In round 2 we used a lot of cards to defeat two rampaging orcs that we did not move much nor were we able to fight more. This isn't to say we should never play cards sideways or have turns where we play a lot of cards, just keep in mind whether the card you play now is something that you might need more later in the round.
Hey! Thanks for the thoughtful comment. Good catch on me forgetting to take my artifact after burning down the monastery - it's crazy that I forgot to take artifacts twice in one round but fortunately I realized the second time as I was beginning the first night. :) As for the skills, the Lost Legion rulebook I have simply says "each of your level ups." In the past, I've spent a fair amount of time looking for clarification on this and the only things I found on-line were threads debating the intention of what was meant in the rulebook. Since Lost Legion in general seemed designed to give players more choice (e.g., cooperative skills, more mana dice in the source, and more units in the offer), the one skill per round seemed to me to be more consistent with the intention of the Lost Legion scenarios. But, of course, I'm happy to know if how I play this is wrong. Is the rulebook in UE less ambiguous on this point? I'd be really curious to see an official ruling if there is one.
As for potentially playing too many cards sideways, it's a fair critique. With my play style, I can be pretty aggressive in burning cards sideways, esp in Volkare's Return or Volkare's Quest scenarios when I'm trying to not take too many turns each round. (As a sidenote, remember that when I got the Herbalists, I also got an important advanced action card (Chivalry), and I got Herbalists almost as an afterthought because I had Ruthless Coercion in my hand which gave me a discount.) I'm sure others might have some more optimal strategies and I love having new ways to think about this game!
@@SoloPlaythroughs The artifact that we eventually remembered for was the dungeon, not the monastery. I am looking at the Lost Legion rulebook and I did not find anything about adding a dummy skill each round.
When we were at the monastery buying Chivalry alone would be fine. Getting the Herbalist might have helped for healing purposes, but since we lacked crystals we were banking on the source having green mana which didn't happen. Because we spent Improvisation on the Herbalist we ended up playing three move cards sideways that would have gone to moving to the glade and finish off the ironclad.
There is merit to playing fast, but it can also reach a point where we are playing so quick that we can slow down and still have enough time to prepare for Volkare. Since Volkare still has cards in his deck at the end taking slower turns and fighting more was a possibility.
Hey again. So, on page 14 in Game Setup. "Cards and Skills: . . . If playing Solo, choose one of the other Heroes at random - add one Skill of that hero to the Common Skill offer after each of your level ups." Again, it can definitely be an errata and, after spending a fair amount of effort looking for an official ruling some time ago, I admittedly never bothered to revisit the issue.
And, yeah, I'm with you on the artifact! I just commented how crazy it is I forgot to take my artifact reward twice in one round, and I was glad I at least remembered once. :)
Love the strategy talk! Thanks again!
@@SoloPlaythroughs Upon checked ng page 14, I'd say that you are correct in adding the skill every level up. I had never noticed that myself. Always learning something new. I will make sure to remember this the next time I play a Volkares scenario
Yeah, I think I play as intended by the designer. But I also see the logic behind the alternate view that the wording was just poor, and the rule book assumes that players would understand that "each time you level up" should be read as "each time you level up and gain a new skill." It's a true Mage Knight mystery! :) Either way, I think it'd be the rare case that this change affects the ultimate result of a game.
Hello. Thank you for posting your play through. At 1:15:09, you say you can't place the city tile to the east, but why? The rule restricting core tiles from the coastline only applies to wedge maps to keep the cities closer together.
Yeah. Thanks for the comment. Someone else posted about that for me, but that might have been in another of my videos (after I had already filmed this one). I definitely had that rule wrong. :) I’m still not sure I understand the thematic and/or mechanical reason behind the distinction but it’s nice to know!
From the scenario book: "The extra rule prevents the Cities from being too far apart from one another." I think this means preventing competitive games in which the players diverge and have no hope of interacting. Technically, it isn't necessary for solo games, but I think it forces soloists to cross more tiles. Cheers and I look forward to your next playthroughs.
Cool. 🙂 Thanks again!
Great playthrough! This is the first video from your channel I watched. I instantly subscribed! Keep up the good work!
Thanks for the comment and for subscribing! :)
Really enjoying your MK videos. You do a great job explaining everything you are doing. It helps us get into your train of thought and understand why are you doing what you are doing.
Thanks for the comment!
Great, very enjoyed all your mk's clips.
Thanks, Brian!
I wonder if anyone has ever actually played a game of mage knight without overlooking a rule. Great video!
Ha! It does sometimes feel that the “perfect game” of Mage Knight is like the quest for the holy grail. :) Thanks!
At 38:30, you started your turn on a magical glade, so you should have gotten a black mana token at the start of your turn. Also, you ended the next turn on the same magical glade (42:10), so you could have thrown away that wound card that was left in your hand.
Bring more Mage Knight, its great, I watched all your previous playthroughs :)
Good catch. I swear I need to install some kind of automated reminder beacon built into the board and my table for whenever I end on a magical glade. :) Thanks for the comment!
you forgot to take an artifact for burning the monastery
Sure did. I actually forgot to take an artifact twice in that first round but fortunately realized the second time and shuffled an artifact into my deck at the start of the first night. 🙂
Chivalry AND Counterattack? Two of my favorites.
Yeah - I ran good with my available advanced actions. I like Chivalry but I have unreasonable love for Counterattack! 🙂
59:33 Manticore - the Origin Story
Indeed! 🤣
@@SoloPlaythroughs let's be honest with ourselves - this was still a youngling, could not put up a proper fight!
@@Sajatzsiraf Yeah - I ran into him again as a grownup last week and I wasn’t happy…