Relatively easy Mint. Everyone was badly injured but still standing. This team has a lot of AoE damage, which is a big help with the minions.
@SciFantasy: The way Stuntman plays cards out of turn is the machine pistol. Use a card that lets him use a power out of turn, and he does damage and plays a card. If you don’t have the machine pistol, destroying his armor lets you search for it.
My SOP with the Chairman is to leave underbosses alive until both Prison Breaks are in the trash. Taking out an underboss before then just means he comes back at full health from the break. I pretty much assume I’m going to see a full board of underbosses at some point unless I get lucky and the prison breaks come out early. So mostly it’s eliminating the minions repeatedly, and hoping The Contract comes out late.
I’ve come to accept that Informants are actually somewhat helpful until the Prison Breaks come out, since they help run through the Chairman’s deck. I also used Writhe’s power repeatedly just to reduce his deck size and thus the delay until the Breaks.
This means of course the Operative is dealing out damage repeatedly as I take out minions, which means some form of damage resistance or redirection is really helpful. Mainstay of course has his base power, Stuntman has his stylish armor, Fixer has Mantis style, and NIghtmist has Mist Form or the Elder Necklace.
In my game, NIghtmist didn’t get Mist Form until quite late, but I did get the Necklace early enough to do some redirection. Fixer started with Mantis and Stuntman started with his armor. His armor has the useful property of letting me draw whatever equipment I wanted when a Thief destroyed it.
A couple of times I managed Training Montage -> Steal the Scene, Steal the Scene -> do 1 damage to all hostiles with the machine pistol + play Cliffhanger, Cliffhanger -> Draw a card, play a card, do 1 damage to all enemies, play another card. Spread out over several turns, of course, since Steal the Scene happens during another hero’s turn and Cliffhanger happens during the environment turn. Really, Stuntman was the MVP this game.
The environment was mostly helpful. Mutated rats helped control the minions, and the healing vat came out the same turn The Contract did, mitigating the extra damage. Naturally I got rid of it ASAP when it was my turn with Stuntman’s Usual Solution. Once the Breaks were gone on the minions out of play, Stuntman and NIghtmist cleared the 2 copies of Experimental Mutagen.
Since I’m aware this is the setup to unlock Action Hero, I was even tempted to use it for that. I took out the Chairman first and was a bit too enthusiastic damaging the Operative before going after my own team. Eventually I was in a situation where a supercooled vat was going to take her out, so I finished her off to prevent any surprises during the environment turn.
EDIT: typed “starshield necklace” (the healing one) when I meant “Elder necklace” (the damage redirection one)