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Things to know that are not in the rule book
#21
(02-06-2025, 09:29 PM)davekuyk Wrote: Regional Effect Spells

Regions can only have one regional effect spell active at a time, meaning if two or more are cast, only one is applied. How does the system determine which is applied? Order number of course.

Given these regional spells:

Cold Darkness (Regional Effect) Spell #: 781
Blinding Light (Regional Effect) Spell #: 782
Demonic Visions (Regional Effect) Spell #: 783
Plague (Regional Effect) Spell #: 784
Famine (Regional Effect) Spell #: 785
Bounty (Regional Effect) Spell #: 786
Raise Regional Census (Regional Effect) Spell #: 788

Cold Darkness effectively counters all other regional spells. In a way, Cold Darkness is more effective than Dispel Regional Effect, in that the levels of the wizards are not considered.

In a recent game, I used Cold Darkness to counter a rivial's Demonic Visions, even though I could cast Demonic Visions myself.

Yes… not every kingdom gets that spell, or the rest of them. They are kingdom specific. If 2 or more are cast by opposing forces, it’s random who gets it. Smile
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#22
You get some larger number of standing orders, at least 6, to start each game. The 3 standing orders listed in the role book is not accurate. I've had up to 9 while controlling only one region.

Also, I was under the assumption for the longest time that a wizard could only cast or dispel a dome at his current location, like many of the spells. The rulebook doesn't mention anything about it either way. After being mystified by dome's popping up with no groups around, I learned that there is some range (that I haven't figured out yet) for the dome spells.

I've played in parts of 20 games over the last 8 months and I'm still learning new things by reverse engineering what other players are doing to me.
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#23
(03-15-2025, 01:24 AM)JohnnyUtah Wrote: You get some larger number of standing orders, at least 6, to start each game. The 3 standing orders listed in the role book is not accurate. I've had up to 9 while controlling only one region.

Also, I was under the assumption for the longest time that a wizard could only cast or dispel a dome at his current location, like many of the spells. The rulebook doesn't mention anything about it either way. After being mystified by dome's popping up with no groups around, I learned that there is some range (that I haven't figured out yet) for the dome spells.

I've played in parts of 20 games over the last 8 months and I'm still learning new things by reverse engineering what other players are doing to me.

The wording of the spell lets you know you can cast it on any PC in the same region as the spell caster:

By using this complex incantation, a powerful mage can cause a magical dome of

      protection to protect any population center in the region of the spellcaster from all
      military attacks for the duration of that month, similar to the workings of a wall of
      flame. The spell has no effect against political actions, parleys, diplomacy spells,
      or siege. The population center can be controlled by any kingdom.
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#24
(03-15-2025, 02:21 AM)VballMichael Wrote:
(03-15-2025, 01:24 AM)JohnnyUtah Wrote: You get some larger number of standing orders, at least 6, to start each game. The 3 standing orders listed in the role book is not accurate. I've had up to 9 while controlling only one region.

Also, I was under the assumption for the longest time that a wizard could only cast or dispel a dome at his current location, like many of the spells. The rulebook doesn't mention anything about it either way. After being mystified by dome's popping up with no groups around, I learned that there is some range (that I haven't figured out yet) for the dome spells.

I've played in parts of 20 games over the last 8 months and I'm still learning new things by reverse engineering what other players are doing to me.

The wording of the spell lets you know you can cast it on any PC in the same region as the spell caster:

By using this complex incantation, a powerful mage can cause a magical dome of

      protection to protect any population center in the region of the spellcaster from all
      military attacks for the duration of that month, similar to the workings of a wall of
      flame. The spell has no effect against political actions, parleys, diplomacy spells,
      or siege. The population center can be controlled by any kingdom.

You're totally right! Not sure how I missed this...
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#25
"Recruiting Paladins is not permitted for our kingdom."

Message as the Giant. Note that Paladins are listed on the setup as a recruitable troop type.
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#26
(06-25-2025, 11:24 AM)davekuyk Wrote: "Recruiting Paladins is not permitted for our kingdom."

Message as the Giant. Note that Paladins are listed on the setup as a recruitable troop type.

Maybe coded as an evil kingdom, try knights of Styx, same as paladins but bad?
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#27
(06-25-2025, 11:24 AM)davekuyk Wrote: "Recruiting Paladins is not permitted for our kingdom."

Message as the Giant. Note that Paladins are listed on the setup as a recruitable troop type.

Also check your region. Paladins cannot be recruited everywhere.

R
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#28
(06-11-2024, 04:23 PM)davekuyk Wrote: The dragons cannot have a capital in the water.

I thought I was clever moving the RD capital to the water. As the only dragon player, I thought it seemed like a good idea. The order entry program didn't complain, but when I got the turn, I saw the order failed to execute. Thankfully, my capital was not under duress, but it could have been. It is unclear if the capital will move to a water PC if it is forced there by hostile action.

This is true, but water is not the strong defense against Dragons that it used to be because battles at PCs are land battles, as is the assault on the PC. So Dragons are almost better than non-flyers as they can take as many brigades as they want and don't need ships to take sea PCs.

On top of that, they can't have merchant fleets but get a dragon's den for $20k gold per turn, which is more than a one sea merchant fleet which is what most kingdoms end up getting (if that.)

Black Dragons still suck. They have middling wizards and brigades. The only real advantage they have is being very fast. B grade agents. Everything else below average (and way below average companions).
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