Saturday, July 6, 2013

Magic Realm: Day 9

We start day 9 of our adventures in the Magic Realm with 0/10 fame, 39/60 notoriety, and 25/30 gold, in satisfaction of our pre-selected victory conditions.  We must, fairly soon, strike out into the wilderness and defeat some monsters in order to collect the necessary fame points.

For now, however, our plan is to head back to the Guardhouse, sell the Guards the treasure we looted, and then defeat them, in order to free up that treasure once again.

Since we ran away at the end of day 8, we record a move action, to return to the Guardhouse, two hide actions, to maximize our chance of being hidden, and a trade action, to sell the two axes and broadsword back to the Guards.


The prowling monster roll on day 9 is a 2: snakes and demons.  Snakes and demons are tough opponents.  Luckily we're safe in the valleys from prowling monsters.


During our first action of the day, we move back to the Guardhouse.  Our next action, hiding, nets a pair of threes, so we successfully hide.  Thus, our additional hide action is not needed and lost.  Lastly, we sell the two axes and the broadsword to the Guards, for a total of 16 more gold.  We now have 41/30 gold, and have fully satisfied our gold victory condition.

We are hidden at the end of day 9.  During the combat encounter step, we will once again alert our mace, then use the mace and our FIGHT H6 chit to finish off the first of the two remaining Guards, as he cannot avoid our speed 3 attack, regardless of his efforts to switch tactics.


The second guard is a little trickier to dispatch, as the Black Knight must use an FIGHT M4* chit to alert his mace, but after that, the result is the same.  This time, the Guard doesn't even try to avoid the Black Knight's attack, as the Black Knight's attack lines up with the Guard's move.


As a result of those two combat rounds, the Black Knight collects another 18 notoriety (6 for the first Guard and 12 for the second) and 8 gold (4 for each).  The Black Knight stays at the Guardhouse for the night, and now has 0/10 fame, 57/60 notoriety and 49/30 gold towards his victory conditions.

6 comments:

ScrivenerB said...

Hm. So...I guess the last few days of 'rinse and repeat' illustrates that everything but fame is trivial for the black knight in solo play, but how will he get what little fame he needs?

Well I guess you have most of the month to acquire it. :)

Anonymous said...

You can't move into the space occupied by the enemy Guards and then hide. They will automatically block you when you move into their clearing at the end of that movement phase. Then you must forfeit all the rest or your daylight phases and go into combat in the evening.

Also, it is very doubtful that the enemy guards would trade with the Black Knight without also blocking him and instigating combat. In this case, the block result from trade would make you unhidden during daylight and subject, again, to attack that evening.

You could record hide phases first then move, but any negative trade result, which is almost all of them, will result in blocking, unhidden, and combat.

You almost always have to hide then move. And not trade if hidden is important.

Anonymous said...

Incidentally, there is no way the Guards would buy anythign from the black knight.

They are enemies of him and that column of the trade table is:

1- Insult
2- Challenge
3- Block/Battle
4- Block/Battle
5- Block/Battle
6- Block/Battle


The challenge and Insult results require you lose 5 Fame or 5 Notoriety, respectively and accept a No Deal result OR Block/Battle.

So this whole turn and any previous where you made gold of the Guards is wrong.

Aaron E. Steele said...

Magic Realm Rules:

7.12.6 Unhired natives and visitors can block a character or hired leader ONLY when he rolls on the Meeting Table as part of a Trade or Hire phase.

Aaron E. Steele said...

7.6.4 Selling: Natives and visitors always buy everything that is
offered them. A character or native leader can sell any number of
belongings at the same time. He gets the basic Gold price for
each belonging he sells. He must reveal each card he sells, to
verify its price. Everything he sells is put in the buyer’s box in
the order of the counter size, and each item is put underneath any
items of the same type already in the box. Example: A character
sells a treasure, horse, and sword to a native group that already
has two treasures. The new treasure goes on the bottom, beneath
the two existing treasures, the horse counter goes immediately
above the treasures, and the sword (the smallest counter) goes on
the top of the pile. The character or hired leader does not look at
the buyer’s cards and he does not use the Meeting Table.
(Selling and buying procedures are modified by the Commerce
optional Rule 10. D.2,)

Aaron E. Steele said...

Don't worry, ScrivenerB, considering how lucky the Black Knight has been with the Guards, we should have little trouble gathering up some fame.