The Tao of Gaming

Boardgames and lesser pursuits

Too Many Final Words about Mage Knight (Part VII — Miscellania)

This is blah blah blah. You know the drill.

So, random miscellaneous thoughts that I’ve had when playing way too much solitaire MK. First of all, I’ve been upping the power level a bit. I can now somewhat routinely win at 11/11 cities, and I’ve had a few wins at 11/16, but have not (yet) won at 11/22. Still, some things jump out at me.

Games where I load up on followers go much better. I think this may be unique at high levels, because you can so rarely keep your hand against a huge city. An army lets you block (and a few ranged/seige) and then still do great damage. At typical levels, you don’t need as much, but at higher levels you want Altem Mages (to make everything siege) or Disease or some combination of great spells, and you still want followers.

Don’t sit around. I’m guilty of this, mainly on the second night when my usual plan is to wait and build up Sparing Power (one card a turn) and then attack on the last turn. That’s not a bad plan, but it’s still better if you can sit on a glade or mine, and I suspect that taking a detour and killing a spare Mage Tower (etc) would be better, even if I had slightly fewer cards. You can take out an 11 city in one swoop, but its tough. For a bigger city you really need to attack it twice (towards the end of the final day, and then in the final evening).

Some open questions I’ve been mulling

How many wounds is too many for your first combat? You go to a nearby hidden target, reveal it, and have your choice, take X wounds and win, or throw everything and block. Where’s the breakpoint? I suppose it matters on what you were attacking on how likely your remaining hands will be useful. Sometimes you don’t have a choice (I’m looking at you, Werewolf … stupid swift attack seven) but even four wounds seems … feasible. You can take six from sorcerers (which don’t KO, since three are poisoned wounds) but that’s difficult to recover from. At that point, unless you are getting Cure / Disease (which I’m liking more and more) and you go sit on a glade for a turn, I’m not sure it’s worth it. Three wounds is totally acceptable.

Is motivation really a top skill? I find myself passing on this more often than my earlier strategy guides would imply. Its still good, but I think I may have over-rated it.

I’ve also been playing co-op with the TaoLing, and he seems obsessed with finding cards that give him more advanced actions (or spells). Training, Learning, Blood of the Ancients, Book of Wisdom. That kind of thing. Its not bad, but at some point it felt like a waste of time. But I noticed that he’s routinely outscoring me in many categories while doing it. As a counter-balance, he’s also much faster to pick up cards that discard cards permanently from his deck.

And he loves Time Bending and will go well out of his way to grab it whenever it shows up. Which — given that there are only something like 24 spells, is often.

Anyway, I think I’ll leave it here. 20k words seems like enough, for now.

The full “Too Many Words about Mage Knight” series:

  1. Introduction — General Concepts
  2. Part II — Followers and Enemies
  3. Spells
  4. Artifacts
  5. Advanced Actions
  6. Characters
  7. Miscellenia (this post)

Written by taogaming

October 1, 2017 at 6:00 pm

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