We played according to the rules of war mages. Alamar joined, and on the first turn, he had knights and monks (there was no way to get angels from the spawn point). He entered the treasure room, Alamar got it and advanced the earth skill. In principle, everything was playable, but the monks on the road hindered his opponent:rolleyes:
It was more fun to run around the map. Although, it cost me a stack of level 5 units. But we were going to compare these arguments later. And it could have been an interesting game, but I ruined it by losing in an unnecessary battle, just "dropping by" and suddenly losing all my knights.
My opponent already had a nice Alamar in the tavern, and it was almost impossible to catch up on the tempo.
Thanks for the game.