Grand Warlord Voss
VS
The Argent Adept (SmellyTie)
Chrono-Ranger (PlatinumWarlock)
Mr Fixer (cmschex)
Expatriette (phantaskippy)
AT
Insula Primalis
Let's go again! First come first served, as per, and we shall play on Advanced.
Grand Warlord Voss
VS
The Argent Adept (SmellyTie)
Chrono-Ranger (PlatinumWarlock)
Mr Fixer (cmschex)
Expatriette (phantaskippy)
AT
Insula Primalis
Let's go again! First come first served, as per, and we shall play on Advanced.
I'm in for Chrono-Ranger!
Opening Hand: No Executions, Jim's Hat, Temporal Grenade, By Any Means
As an aside--is there any objection to changing the turn order? We're going to get a lot more milage out of C-R and ExPatriette if we go last, particularly C-R. I'd probably advocate AA, Nightmist, Fixer, ExPat, C-R. If this is verboten, let me know...
I'm in, I will take Expat.
Opening hand: Incendiary rounds, Quick Draw, Tactical Shotgun, Tactical Shotgun.
For turn order I can go with whatever, if you want I can switch with you. I always thought Chrono did best at the front of the damage dealers, as he could use his bounties better that way.
I'm down for Fixer
Opening hand: Mediatation, Dual Crowbars, Pipe Wrench, Toolbox
Don't have a specific preference on turn order
I guess I can see both sides on it. Let's not worry about shifting positions or the like.
I don't have a problem with position-switching, but I guess if you're okay with your positions then it's moot :P
I'm in for A.A
Opening hand: Xu's Bell, Vernal Sonata, ARcane Cadence, Inventive Preparation.
I guess I can go first, for buffing purposes and what not, but up to all of you.
IT BEGINS, sans Nightmist.
Round 1
Grand Warlord Voss - Conquering Alien Warlord
Grand Warlord Voss - 90
Cards in Play: Gene-Bound Shock Infantry - 3
Gene-Bound Shock Infantry - 3
Gene-Bound Banshee - 3
Gene-Bound Psi-Weaver - 3
Trash:
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions].
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Start of the Villain Turn:
Play a Villain Card: Gene-Bound Psi-Weaver enters play.
End of the Villain Turn: Shock Infantry hits Expatriette for 3.
Shock Infantry hits Chrono-Ranger or Mr Fixer for 3.
Banshee deals one hero 3 damage.
Psi-Weaver hits each hero for 2.
Psi-Weaver hits each hero for 2.
----------------------------------------------------------------------------------
Grand Warlord Voss - 90
Cards in Play: Gene-Bound Shock Infantry - 3
Gene-Bound Shock Infantry - 3
Gene-Bound Banshee - 3
Gene-Bound Psi-Weaver - 3
Gene-Bound Psi-Weaver - 3
Trash:
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions].
First Turn: (Rather not take more damage! but if I do ill edit it in)
Play Arcane Cadence. Drew Alacritous Subdominant, Drake's Pipes, Cedistic Dissonant, Scherzo of Frost and Flame and Sarabande of Destruction.
Cedistic Dissonant goes on the top of my deck, Sarabande of Destruction goes on the bottom, Scherzo of Frost and Flame goes into the trash, Drake's Pipes goes into my hand, and Alacritous Subdominant goes into play.
Power: Activate Alacritous Subdominant allowing 1 player to play a card now. Gonna go with Expat (to get a gun into play, although I dont care who plays the card)
End of turn I draw Cedistic Dissonant.
A.A. 20 hp!
(I'm going to take one of the two instances of 3 damage.)
(AA, any assistance you can give me in terms of drawing cards would be much obliged. No urgency, but it's going to be a continual thing, since I have Jim's Hat in hand already.)
(I'm putting No Executions on a Psi-Weaver to save us all a ton of damage when Forced Deployment comes out. Damage buff comes next round.)
Name: Chrono-Ranger
HP: 21
Hand: Jim's Hat, Temporal Grenade, By Any Means, No Executions
In Play: n/a
Trash: n/a
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Jim's Hat (grants 2nd play!); No Executions on one of the Psi-Weavers
Use a Power: Quick-Shot (no damage)
Draw a Card: Eye on the Prize
End of Hero Turn:
-----------------
HP: 21
Hand: By Any Means, Temporal Grenade, Eye on the Prize
In Play: Jim's Hat, No Executions (on a Psy-Weaver)
Trash: n/a
Additional Effects:
I'll take the other instance of 3 damage and play Pipe Wrench from AA
Name: Mr Fixer
HP: 21
Hand: Mediatation, Dual Crowbars, Toolbox
In Play: Pipe Wrench
Trash: n/a
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Meditation to locate Driving Mantis and put it into play
Use a Power: Strike the non Psy Weaver for 1
Draw a Card: Overdrive
End of Hero Turn:
-----------------
HP: 21
Hand: Dual Crowbars, Toolbox, Overdrive
In Play: Driving Mantis, Pipe Wrench
Trash: Meditation
Additional Effects:
I don't need the card play from Adept, Someone else should use it. Really, I'm not using it.
Name: Expatriette
HP: 22
Hand: Incendiary Rounds, Quick Draw, Tactical Shotgun, Tactical Shotgun
In Play: n/a
Trash: n/a
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Play Tactical Shotgun
Use a Power: Shotgun the no executions Psi-Weaver for 3(4-1) damage.
Draw a Card: Submachine Gun
End of Hero Turn:
-----------------
HP: 22
Hand: Incendiary Rounds, Quick Draw, Submachine Gun, Tactical Shotgun
In Play: Tactical Shotgun
Trash:
Additional Effects:
Again, someone else needs to play a card. Edit: Yeah, Fixer would be ideal.
I can throw down two plays a turn from here on out, so I don't need it either.
Fixer, maybe throw down Pipe Wrench? The redirection/reduce damage combo might let us take out the other Psi-Weaver before he gets us all for 2 again.
Yup, I was just about to say I'll take the play to put a tool out. Editing my turn to reflect
Insula Primalis
In Play:
Trash:
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: Velociraptor Pack enters play.
End of Environment Turn: The Velociraptors rip apart the Psi Weaver
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 5
Trash:
Additional Effects:
Round 2
Grand Warlord Voss - Conquering Alien Warlord
Grand Warlord Voss - 90
Cards in Play: Gene-Bound Shock Infantry - 3
Gene-Bound Shock Infantry - 3
Gene-Bound Banshee - 3
Trash: Gene-Bound Psi-Weaver x2
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions].
-----------------------------------------------------------------------------------
Start of the Villain Turn:
Play a Villain Card: Gene-Bound Firesworn enters play.
End of the Villain Turn: Shock Infantry hits Expatriette for 3.
Shock Infantry hits Mr Fixer for 3, redirected to Banshee.
Banshee is dead.
Firesworn hits Chrono-Ranger for 2.
----------------------------------------------------------------------------------
Grand Warlord Voss - 90
Cards in Play: Gene-Bound Shock Infantry - 3
Gene-Bound Shock Infantry - 3
Gene-Bound Firesworn - 3
Trash:
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions].
I assume Banshee to Fixer for reduction and redirect, then adept hit for two, putting Fixer/Expat at 19 and Adept/Ranger at 18, with two damage to whatever fixer wants.
Oh, and one of those Psi-weavers is on the bottom of the deck.
If we let the Shock Infantry hit Fixer (who redirects), we could take out the Banshee before it goes. Since the damage is being dealt by the Shock Infantry, it doesn't get reduced.
So, it'd be:
1st Shock Infantry hits Expatriette for 3
2nd Shock Infantry attempts to hit Fixer, redirected to Banshee for 3
Banshee is dead
Firesworn hits Highest HP hero for 2
I approve this plan
Edited accordingly :D
Wait, how does Fixer redirect 3 damage, he can only redirect 2. He reduces it to 2 with Pipewrench, then redirects it, he doesn't increase it because it isn't him dealing the damage, nor does Advanced mode reduce it. He would just redirect 2 damage.
He redirects the damage from the Shock Infantry, because he can reduce it to 2, but because the attack is then hitting the Banshee there's nothing reducing it any more, so it hits for 3.
Damage reduced/taken to targets resets against different targets if an attack is redirected. Mister Fixer reduces damage dealt to him by one. If he were hit by an attack of three, reduced it by one, and redirected the two damage to Ambuscade, then he would deal Ambuscade three damage (assuming he didn't have DR).
Oh, well I've been playing that wrong. Thanks for the correction.
So with Tempest's Shielding Winds, and Pipewrench Mr. Fixer could redirect a shot of five damage. That exact situation would have won me a game, gah. Guess I have a new "Most embarrassing rule failure" now.
Sorry about today. Stuff came up. I'll be much more able to be attentive to this tomorrow!
Again, sorry about the delay!!
Name: Argent Adept
HP: 20
Hand: Vernal Sonata, Cedistic Dissonant, Drake's Pipes, Inventive Preparation, Xu's Bell
In Play: Alacritous Subdominant
Trash: Arcane Cadence, Scherzo of Frost and Flame
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Cedistic Dissonant
Use a Power: Vocalize, I will then play Xu's Bell
Draw a Card: Syncopated Onslaught
End of Hero Turn:
-----------------
HP: 20
Hand: Vernal Sonata, Drake's Pipes, Inventive Preparation, Syncopated Onslaught
In Play: Alacritous Subdominant, Cedistic Dissonant, Xu's Bell
Trash: Arcane Cadence, Scherzo of Frost and Flame.
Additional Effects:
Name: Chrono-Ranger
HP: 19
Hand: By Any Means, Temporal Grenade, Eyes on the Prize
In Play: Jim's Hat
Trash: No Executions
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: 1st play: By Any Means (on Voss), 2nd Play: Eyes on the Prize (negligible damage, draw Displaced Armory, play Displaced Armory, searching for The Masadah, damage rider negligible).
Use a Power: The Masadah (2 Irreducible Energy damage on Voss)
Draw a Card: Ranger's Mark
End of Hero Turn:
-----------------
HP: 19
Hand: Ranger's Mark, Temporal Grenade,
In Play: Jim's Hat, The Masadah, By Any Means (on Voss)
Trash: No Executions, Eyes on the Prize, Displaced Armory
Additional Effects:
Name: Mr Fixer
HP: 21
Hand: Dual Crowbars, Toolbox, Overdrive
In Play: Driving Mantis, Pipe Wrench
Trash: Meditation
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Toolbox, drawing Meditation and Charge
Use a Power: Strike the Firesworn for 1
Draw a Card: Alternating Tiger Claw
End of Hero Turn:
-----------------
HP: 21
Hand: Dual Crowbars, Overdrive, Meditation, Charge, Alternating Tiger Claw
In Play: Driving Mantis, Pipe Wrench, Toolbox
Trash: Meditation
Additional Effects:
Name: Expatriette
HP: 19
Hand: Incendiary Rounds, Quick Draw, Submachine Gun, Tactical Shotgun
In Play: Tactical Shotgun
Trash: n/a
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Play Quick Draw, put Pride into play
Use a Power: Shotgun Gene-Bound Shock Infantry for 3(4-1) damage
Draw a Card: Liquid Nitrogen Rounds
End of Hero Turn:
-----------------
HP: 19
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Submachine Gun, Tactical Shotgun
In Play: Pride, Tactical Shotgun
Trash: Quick Draw
Additional Effects:
Just to jinx us, this is going really well. Hooray for Dinosaurs vs. Aliens.
Insula Primalis
In Play: Velociraptor Pack - 5
Trash:
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: River of Lava enters play.
End of Environment Turn: The Velociraptors rip apart the Firesworn.
Each hero must either destroy one of their equipment cards or take 4 damage.
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 5
River of Lava
Trash:
Additional Effects:
Round 3
Grand Warlord Voss - Conquering Alien Warlord
Grand Warlord Voss - 88
Cards in Play: Gene-Bound Shock Infantry - 3
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions].
-----------------------------------------------------------------------------------
Start of the Villain Turn:
Play a Villain Card: Gene-Bound Soldier enters play.
End of the Villain Turn: Shock Infantry hits Mr Fixer for 3, reduced to 2 and redirected to the Gene-Bound Soldier.
----------------------------------------------------------------------------------
Grand Warlord Voss - 88
Cards in Play: Gene-Bound Shock Infantry - 3
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, Gene-Bound Soldier
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions].
I'm pretty sure the Banshee was killed last turn, so Fixer would redirect to the other sshock infantry
cmschex is right, but either way, there are now a Shock Infantry and a Banshee in the trash.
Voss should also be at 88 (he's listed at 90 in the End of Turn summary).
Yeahhh, I was in a hurry. Fixed now.
If we could get rid of the Soldier before my turn, I could switch to Riveting Crane and we could start ppounding on Voss. Or, Since he's immune to projectile, would we rather redirect the shock infantry damage to him.
Destroying Xu's Bell
Name: Argent Adept
HP: 18
Hand: Vernal Sonata, Cedistic Dissonant, Drake's Pipes, Inventive Preparation,
In Play: Alacritous Subdominant, Cedistic Dissonant
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Syncopated Onslaught
Use a Power: Vocalize, activating Syncopated Onslaught boosting the damage of Fixer and Expat by 1 until the start of my next turn.
Draw a Card: Sarabande of Destruction
End of Hero Turn:
-----------------
HP: 18
Hand: Vernal Sonata, Drake's Pipes, Inventive Preparation, Sarabande of Destruction
In Play: Alacritous Subdominant, Cedistic Dissonant, Syncopated Onslaught
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell.
Additional Effects:
He's immune to projectile, and the Shock Infantry's immune to lightning; hence, redirecting to the Soldier is the only real course of action. Fixed again.
(I'm destroying Jim's Hat to avoid the River of Lava)
(Anyone mind dropping cards for Just Doin' My Job next round?)
Name: Chrono-Ranger
HP: 19
Hand: Temporal Grenade, Ranger's Mark
In Play: The Masadah, By Any Means (on Voss)
Trash: No Executions, Eyes on the Prize, Displaced Armory, Jim's Hat,
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Ranger's Mark (pulling No Executions out of the trash, placing it on the Gene-Bound Soldier, negligible damage rider)
Use a Power: The Masadah (3 Irreducible Energy damage on Voss)
Draw a Card: Just Doin' My Job
End of Hero Turn:
-----------------
HP: 19
Hand: Just Doin' My Job, Temporal Grenade,
In Play: The Masadah, By Any Means (on Voss), No Executions (on G-B Soldier)
Trash: No Executions, Eyes on the Prize, Displaced Armory, Jim's Hat, Ranger's Mark
Additional Effects:
Keeping Pipe Wrench, taking 3 from River of Lava
Name: Mr Fixer
HP: 18
Hand: Dual Crowbars, Overdrive, Meditation, Charge, Alternating Tiger Claw
In Play: Driving Mantis, Pipe Wrench, Toolbox
Trash: Meditation
Additional Effects:
-----------------
Start of Hero Turn: Toolbox returns to my hand
Play a Card: Meditation to bring out Riveting Crane, destroying Driving Mantis
Use a Power: Strike Voss for 1 damage (84) All damage to Voss is irreducible til the start of Fixer's next turn
Draw a Card: Bloody Knuckles
End of Hero Turn:
-----------------
HP: 18
Hand: Dual Crowbars, Overdrive, Charge, Alternating Tiger Claw, Bloody Knuckles, Toolbox
In Play: Riveting Crane, Pipe Wrench
Trash: Meditation x2, Driving Mantis
Additional Effects:
Expatriette swears vengence upon Voss as she watches Pride, her favorite pistol, sinking into the river of lava.
Name: Expatriette
HP: 19
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Submachine Gun, Tactical Shotgun
In Play: Tactical Shotgun
Trash: Pride, Quick Draw
Additional Effects: +1 damage (yeah!)
-----------------
Start of Hero Turn:
Play a Card: Play Submachine Gun
Use a Power: Shotgun Grand Warlord Voss for 6 (4+1+1)
Draw a Card: Reload
End of Hero Turn:
-----------------
HP: 19
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Reload, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Pride, Quick Draw
Additional Effects: +1 damage (yeah)
I can drop an ammo for you chrono.
Yeah, Bounties too. Fixed.
Expatriette swears vengence upon Voss as she watches Pride, her favorite pistol, sinking into the river of lava.
Name: Expatriette
HP: 19
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Submachine Gun, Tactical Shotgun
In Play: Tactical Shotgun
Trash: Pride, Quick Draw
Additional Effects: +1 damage (yeah!)
-----------------
Start of Hero Turn:
Play a Card: Play Submachine Gun
Use a Power: Shotgun Grand Warlord Voss for 5 (4+1)
Draw a Card: Reload
End of Hero Turn:
-----------------
HP: 19
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Reload, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Pride, Quick Draw
Additional Effects: +1 damage (yeah)
I can drop an ammo for you chrono.
Expat , I think you actually hit for 6 (+1 for By Any Means and +1 from AA)
Insula Primalis
In Play: Velociraptor Pack - 5, River of Lava
Trash:
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn: Every player discards the top three cards of their deck to destroy River of Lava, I'm guessing.
Play a Card: Primordial Plant Life enters play. Each hero either destroys an ongoing card and takes 2 damage, or doesn't and takes 4.
End of Environment Turn: The Velociraptors injure the Shock Trooper. Primordial Plant Life goes bye-bye.
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 5
Trash: River of Lava, Primordial Plant Life
Additional Effects:
Round 4
Grand Warlord Voss - Conquering Alien Warlord
Grand Warlord Voss - 78
Cards in Play: Gene-Bound Shock Infantry - 1
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, Gene-Bound Soldier
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions] (not until Fixer's next turn), +1 damage dealt to Voss.
-----------------------------------------------------------------------------------
Start of the Villain Turn:
Play a Villain Card: First Lieutenant Vyktor enters play.
End of the Villain Turn: Shock Infantry hits the highest-HP hero for 4.
----------------------------------------------------------------------------------
Grand Warlord Voss - 78
Cards in Play: Gene-Bound Shock Infantry - 1
First Lieutenant Vyktor - 5
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, Gene-Bound Soldier
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions], +1 damage dealt to Voss, +1 damage dealt to heroes..
Destroy Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow and Instrumental Conjuration are the three off the top of the deck.
Name: Argent Adept
HP: 16
Hand: Vernal Sonata, Drake's Pipes, Inventive Preparation,
In Play: Alacritous Subdominant, Syncopated Onslaught
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Instrumental Conjuration
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Vernal Sonata, everyone regains 1 health and puts 1 card from GY onto deck. Instrumental Conjuration onto my deck.
Use a Power: Vocalize, activating Syncopated Onslaught boosting the damage of Fixer and Expat by 1 until the start of my next turn. (Again)
Draw a Card: Instrumental Conjuration
End of Hero Turn:
-----------------
HP: 17
Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration
In Play: Alacritous Subdominant, Syncopated Onslaught
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata
Additional Effects: Fixer and Expat do +1 damage until my turn!!
(Three cards rolled into the trash are Kill on Sight, Temporal Grenade, and Hunter and Hunted, but I'm going to put Ranger's Mark on top of my deck from Vernal Sonata.)
(I'll go ahead and take the double instance of damage--Primordial Plant Life and the Shock Trooper. Ow. Edit--Oh, wait. I can't.)
(I only had one taker for Just Doin' My Job this round, so I'm going to hold off on it for the time being.)
Name: Chrono-Ranger
HP: 16
Hand: Temporal Grenade, Just Doin' My Job
In Play: The Masadah, By Any Means (on Voss), No Executions (on G-B Shock Trooper)
Trash: Eyes on the Prize, Displaced Armory, Jim's Hat, Hunter and Hunted, Kill on Sight, Temporal Grenade
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Temporal Grenade
Use a Power: The Masadah (3 Irreducible Energy damage on Voss)
Draw a Card: Ranger's Mark
End of Hero Turn:
-----------------
HP: 16
Hand: Just Doin' My Job, Ranger's Mark,
In Play: The Masadah, By Any Means (on Voss), No Executions (on G-B Shock Trooper), Temporal Grenade
Trash: No Executions, Eyes on the Prize, Displaced Armory, Jim's Hat, Ranger's Mark
Additional Effects:
Sorry, I forgot about Just Doin My Job, I'm happy to discard for that. Top 3 off my deck are Salvage Yard, Jack Handle and Overdrive, put Salvage Yard back on my deck. Take 4 to keep out Riveting Crane
Name: Mr Fixer
HP: 18
Hand: Dual Crowbars, Overdrive, Charge, Alternating Tiger Claw, Bloody Knuckles, Toolbox
In Play: Riveting Crane, Pipe Wrench
Trash: Meditation x2, Driving Mantis, Overdrive, Jack Handle
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Charge, dealing 2 damage to Voss (73) All damage to Voss is irreducible til the start of Fixer's next turn
Use a Power: Strike Voss for 4 damage (69)
Draw a Card: Salvage Yard
End of Hero Turn:
-----------------
HP: 14
Hand: Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Toolbox, Salvage Yard
In Play: Riveting Crane, Pipe Wrench
Trash: Meditation x2, Driving Mantis, Overdrive, Jack Handle, Charge
Additional Effects:
I take four from the plants. Hairtrigger reflexes, Reload and Shock Rounds hit the trash. Hairtrigger Reflexes to the top of the deck.
Name: Expatriette
HP: 15
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Reload, Tactical Shotgun
In Play: Submachine Gun,Tactical Shotgun
Trash: Hairtrigger Reflexes, Pride, Quick Draw, Reload, Shock Rounds
Additional Effects: +1 damage (yeah!!)
-----------------
Start of Hero Turn:
Play a Card: Reload to put Shock Rounds on Tactical Shotgun
Use a Power: Shotgun Voss for 6[63] Shock Rounds hits Voss for 3[60] and all the other targets for 1.
Draw a Card: Hairtrigger Reflexes
End of Hero Turn:
-----------------
HP: 19
Hand: Hairtrigger Reflexes, Incendiary Rounds, Liquid Nitrogen Rounds, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Pride, Quick Draw, Reload(2), Shock Rounds
Additional Effects: +1 damage (yeah)
Time to bring the pain.
I will also Toss one for Just Doin My Job
Chrono-Ranger: You can't take the Shock-Trooper damage, you're not the highest health, Argent is. Healths should be 13, 16, 16, 16, by my reckoning, allthough I may be wrong. Also your No Executions was put on a Soldier that was dead at the time; should I assume it was on the Shock-Trooper instead?
Insula Primalis
In Play: Velociraptor Pack - 4
Trash: River of Lava, Primordial Plant Life
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: VOLCANIC ERUPTION! :D
End of Environment Turn: The Velociraptors eat the Shock-Trooper.
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 4, Volcanic Eruption
Trash: River of Lava, Primordial Plant Life
Additional Effects:
Round 5
Grand Warlord Voss - Super-Thorathian Warrior
Grand Warlord Voss - 60
Cards in Play: First Lieutenant Vyktor - 4
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, Gene-Bound Soldier
Additional Effects: Damage dealt by heroes reduced by 1, damage dealt to Voss reduced by 2 x [# of minions], +1 damage dealt to Voss, +1 damage dealt to heroes.
-----------------------------------------------------------------------------------
Start of the Villain Turn: Voss flips.
Play a Villain Card: Gene-Bound Firesworn enters play.
End of the Villain Turn: Voss hits somebody who isn't the Argent Adept for 4 and the Argent Adept for 3.
TCF Stalwart enters play.
Firesworn deals 3 damage to the hero with the highest HP.
The Stalwart summons a Gene-Bound Soldier.
Soldier deals 3 damage to the hero with the highest HP.
----------------------------------------------------------------------------------
Grand Warlord Voss - 60
Cards in Play: First Lieutenant Vyktor - 4
Gene-Bound Firesworn - 3
TCF Stalwart - 18
Gene-Bound Soldier - 3
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee
Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss, +1 damage dealt to heroes..
I'll take the 4, the others can take three.
I assume Ranger is taking out the volcano, that's his best damage option as well, if Fixer plays the yard on Adepts turn we can clear all Voss's guys out with fixer and shock rounds and do 8? damage to the stalwart to boot. Anyone see a better plan?
Also, don't forget that everything that just appeared has one less HP, thanks to Hairtrigger Reflexes...
Sadly not yet, I drew Hairtrigger, it may make it out this round.
Wow, I was off…Yeesh! Editing to reflect
Yes, go ahead and put the No Executions on the velociraptor-lunch Shock Trooper.
And, yes–I'll take out the Eruption with the Temporal Grenade. Salvage Yard would be great for me at this point, as it'd give me back two grenades and Jim's Hat. I'm likely still going to hold off on Just Doin' My Job, in favor of Ranger's Mark this go-round…
Also, don't forget that everything that just appeared has one less HP, thanks to Hairtrigger Reflexes… [Edit–Dangnabbit! I need to get my eyes checked or something…]
Argent Adept
HP: 14
Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration
In Play: Alacritous Subdominant, Syncopated Onslaught
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Instrumental Conjuration
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Instrumental Conjuration, Xu's Bell into play
Use a Power: Xu's Bell, activating Syncopated Onslaught boosting damage again (Fixer and Expat) and Alacritous Subdominant to deal 1 damage to something (whatever you think is best)
Draw a Card: Inspiring Supertonic
End of Hero Turn:
-----------------
HP: 14
Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Inspiring Supertonic
In Play: Alacritous Subdominant, Syncopated Onslaught, Xu's Bell
Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration
Additional Effects: Fixer and Expat do +1 damage until my turn!!
I'd recommend damge to Voss, since it's irreducible and it'd be 2 thanks to By Any Means
Name: Chrono-Ranger
HP: 13
Hand: Ranger's Mark, Just Doin' My Job
In Play: The Masadah, By Any Means (on Voss), Temporal Grenade
Trash: Eyes on the Prize, Displaced Armory, Jim's Hat, Hunter and Hunted, Kill on Sight, Temporal Grenade, No Executions
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Ranger's Mark (Pulling Kill on Sight and putting it on the Stalwart; dealing 2 Projectile to Voss)
Use a Power: Temporal Grenade (2 Projectile to Voss, 1 to Stalwart, 1 to G-B Soldier; Destroying the Volcanic Eruption)
Draw a Card: Eyes on the Prize
End of Hero Turn:
-----------------
HP: 13
Hand: Just Doin' My Job, Eyes on the Prize
In Play: The Masadah, By Any Means (on Voss), Kill on Sight (on Stalwart),
Trash: No Executions, Eyes on the Prize, Displaced Armory, Jim's Hat, Ranger's Mark, Temporal Grenade, Hunter and Hunted
Additional Effects:
I think Temporal Grendae would damage another target, since our damage isn't reduced on Voss' flipped side. I'd assume you'd want to hit Stalwart and the one of the Gene Bound dudes so shock rounds could finish him off
Name: Mr Fixer
HP: 14
Hand: Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Toolbox, Salvage Yard
In Play: Riveting Crane, Pipe Wrench
Trash: Meditation x2, Driving Mantis, Overdrive, Jack Handle, Charge
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Salvage Yard, bringing all equipment from trash into hand. Plays Overdrive, using it to strike Vyktor for 4, killing him
Use a Power: Strike Voss for 2 damage (52) All damage to Voss is irreducible until Fixer's next turn
Draw a Card: Grease Gun
End of Hero Turn:
-----------------
HP: 14
Hand: Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Toolbox, Jack Handle, Grease Gun
In Play: Riveting Crane, Pipe Wrench
Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge
Additional Effects:
Edited to show this! Thanks! I had totally forgotten that the DR was no longer around!
Name: Expatriette
HP: 12
Hand: Hairtrigger Reflexes,Incendiary Rounds, Liquid Nitrogen Rounds, Pride, Tactical Shotgun, Shock Rounds
In Play: Submachine Gun,Tactical Shotgun
Trash: Quick Draw, Reload(2)
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Shock Rounds
Use a Power: Shotgun Voss for 6[46] Shock rounds hits Voss for 3[43] all other targets for 2.
Draw a Card: Shock Rounds
End of Hero Turn:
-----------------
HP: 12
Hand: Hairtigger Reflexes, Incendiary Rounds, Liquid Nitrogen Rounds, Pride, Shock Rounds, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Quick Draw, Reload(2), Shock Rounds
Additional Effects:
Sorry about that, completely missed the Salvage yard.
Skippy, you would have Pride and Shock Rounds back due to Salvage Yard, if you wanted to play shock rounds again, it would do 2 to everyone in addittion to your primary target
That might be a better move, especially with the Stalwart in play. That's going to hurt if we don't get rid of it soon...
So the Soldier should be at 1 and Stalwart is at 15 after Expat's turn.
[Argent Adept should be on 10HP, I think.]
Insula Primalis
In Play: Velociraptor Pack - 2
Trash: River of Lava, Primordial Plant Life, Volcanic Eruption
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn: VOLCANIC ERUPTIO
Play a Card: Velociraptor Pack enters play.
End of Environment Turn: The Velociraptors kill the Firesworn, then the other Velociraptors take out Vyktor.
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 2
Velociraptor Pack - 5
Trash: River of Lava, Primordial Plant Life, Volcanic Eruption
Additional Effects:
Chrono got rid of the Eruption with his Temporal Grenade
Round 6
Grand Warlord Voss - Super-Thorathian Warrior
Grand Warlord Voss - 43
Cards in Play: TCF Stalwart - 15
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn x2, Gene-Bound Banshee, Gene-Bound Soldier, First Lieutenant Vyktor
Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss.
-----------------------------------------------------------------------------------
Start of the Villain Turn: The TCF Stalwart hits all hero targets for 3 (Fixer can redirect his).
Play a Villain Card: Forced Deployment enters play.
End of the Villain Turn: Voss hits Mr Fixer for 3 (reduced to 2) [12] and Argent for 2 [8].
Gene-Bound Guard enters play.
The Stalwart summons a Gene-Bound Firesworn.
Firesworn deals 2 damage to Mr Fixer (reduced to 1) [11].
----------------------------------------------------------------------------------
Grand Warlord Voss - 43
Cards in Play: TCF Stalwart - 15
Forced Deployment
Gene-Bound Guard - 3
Gene-Bound Firesworn - 3
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Soldier, Gene-Bound Banshee, Gene-bound Firesworn, First Lieutenant Vyktor
Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss, -1 damage dealt to villain targets.
No volcano.
Shouldnt the Firesworn by dead? And clarifying from my last post, with no volcanic eruption, the end of Voss's turn should have Voss at 42, Stalwart at 15, Guard and Soldier at 3 and Forced Deployment, if I'm reading that right
Yeah...definite editing needed on that post. I destroyed the Volcanic Eruption on my turn with a Temporal Grenade. The Firesworn would have been killed by the Velociraptors, instead of Adept taking the hit.
Adept, are you able to take out the Forced Deployment? If not, I can toss another Temporal Grenade on my turn, but that only gives us ExPat and Fixer to take out all those minions...
Argent has a Sarbande in hand which could nuke the Deployment. Alternately, if we want to concentrate on continuing to hit Voss I can Grease Gun since we shouldn't be of danger of being overrun this turn.
*facepalm* Why on Earth did I not notice that? My brain has been stolen by La Capitan or something... Editing now.
Grease Gun sounds like a good plan for this turn at least. If you're going to go ahead with that, the +damage boost from Adept will come in handy for me, as I was planning on throwing down Eyes on the Prize this turn (in addition to Jim's Hat). Lots of single-instance damage…
Argent Adept
HP: 8
Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Inspiring Supertonic
In Play: Alacritous Subdominant, Syncopated Onslaught, Xu's Bell
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Inspiring Supertonic
Use a Power: Xu's Bell, activating Syncopated Onslaught boosting damage again (Which ever two want it) and Inspiring Supertonic regaining 2 HP.
Draw a Card: Instrumental Conjuration
End of Hero Turn:
-----------------
HP: 10
Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration
In Play: Alacritous Subdominant, Syncopated Onslaught, Xu's Bell, Inspiring Supertonic
Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration
Additional Effects: Two people do +1 damage until my turn!!
(I'm laying claim to one of the +1 bonuses, given the discussion earlier regarding Fixer using Grease Gun this turn.)
Name: Chrono-Ranger
HP: 10
Hand: Ranger's Mark, Just Doin' My Job, Jim's Hat, Temporal Grenade (x2)
In Play: The Masadah, By Any Means (on Voss), Kill on Sight (on Stalwart),
Trash: Eyes on the Prize, Displaced Armory, Hunter and Hunted, No Executions
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Jim's Hat (I love the image of Jim brushing off a few flecks of lava and ash before putting his hat back on);
Jim's Hat allows a second play: Eyes on the Prize (3 projectile damage to Voss [40], draw Danny-Boy, playing Just Doin' My Job--based on discussions earlier, I'm anticipating that Expatriette and Fixer will each be discarding 1 for this, plus discarding Danny-Boy to draw 3 Cards total--Voss takes another set of 3 projectile damage [37]. Just Doin' My Job nets me Sudden Contract, Ranger's Mark, and The Whole Gang.
Use a Power: The Masadah (4 Energy Damage to Voss [33])
Draw a Card: Bounty Board
End of Hero Turn:
-----------------
HP: 10
Hand: Temporal Grenade (x2), The Whole Gang, Sudden Contract, Ranger's Mark, Bounty Board
In Play: The Masadah, By Any Means (on Voss), Kill on Sight (on Stalwart), Jim's Hat
Trash: No Executions, Eyes on the Prize (x2), Displaced Armory, Ranger's Mark, Hunter and Hunted, Danny-Boy, Just Doin' My Job
Additional Effects:
Name: Mr Fixer
HP: 11
Hand: Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Toolbox, Jack Handle, Grease Gun
In Play: Riveting Crane, Pipe Wrench
Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Grease Gun
Use a Power: n/a
Draw a Card: n/a
End of Hero Turn:
-----------------
HP: 11
Hand: Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Jack Handle
In Play: Riveting Crane, Pipe Wrench, Grease Gun
Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge, Toolbox
Additional Effects:
I get teh 2nd +1 and I discard Liquid Nitrogen for Jim.
Name: Expatriette
HP: 12
Hand: Hairtrigger Reflexes,Incendiary Rounds, Liquid Nitrogen Rounds, Pride, Tactical Shotgun, Shock Rounds
In Play: Submachine Gun,Tactical Shotgun
Trash: Quick Draw, Reload(2), Shock Rounds
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Hairtrigger Reflexes
Use a Power: Shotgun Gene Bound Guard to the trash.
Draw a Card: Assault Rifle
End of Hero Turn:
-----------------
HP: 12
Hand: Assault Rifle, Incendiary Rounds, Pride, Shock Rounds, Tactical Shotgun
In Play: Hairtrigger Reflexes, Submachine Gun, Tactical Shotgun
Trash: Liquid Nitrogen Rounds, Quick Draw, Reload(2), Shock Rounds
Additional Effects: Hairtrigger Reflexes and +1 damage, it's like Christmas.
Now next round we have to kill that ship.
Fixer and I can focus damage on the ship, if need be, if you can take out the minions with a Shock Rounds/Hairtrigger Reflexes combo.
Only issue is that Voss will flip to DR side and the Guard will come back, so the hairtirgger will do no damage when the deployment happens. we'd probably be better off shotgunning Voss or the ship
[Expat should have 9HP]
Insula Primalis
In Play: Velociraptor Pack - 2
Velociraptor Pack - 5
Trash: River of Lava, Primordial Plant Life, Volcanic Eruption
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: Primordial Plant Life enters play.
End of Environment Turn: The Velociraptors flail impotently.
Each hero must either take 4 damage, or destroy an ongoing and take 2 (which I believe still happens, since PPL is not a target?), then the Plant life destroys itself.
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 2
Velociraptor Pack - 5
Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption
Additional Effects:
Round 6
Grand Warlord Voss - Super-Thorathian Warrior
Grand Warlord Voss - 33
Cards in Play: TCF Stalwart - 15
Forced Deployment
Gene-Bound Firesworn - 3
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, Gene-Bound Soldier, First Lieutenant Vyktor, Gene-Bound Guard
Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss.
-----------------------------------------------------------------------------------
Start of the Villain Turn: Forced Deployment - everyone is back, although since I assume you'll bring the Gene-Bound Guard back last Expat takes a chunk out of each of them first.
Play a Villain Card: Gene-Bound Guard enters play.
End of the Villain Turn: Forced Deployment enters play.
----------------------------------------------------------------------------------
Grand Warlord Voss - 43
Cards in Play: TCF Stalwart - 15
Gene-Bound Firesworn - 3
Gene-Bound Firesworn - 1
Gene-Bound Psi-Weaver - 1
Gene-Bound Banshee - 1
Gene-Bound Soldier - 3
Gene-Bound Shock Infantry - 1
Gene-Bound Guard - 2
Gene-Bound Guard - 3
Forced Deployment
Trash: First Lieutenant Vyktor, Forced Deployment
Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss, -2 damage dealt to villain targets.
If you can take down one of the Guards (ideally the one with 3 HP) before Expat's turn, Fixer, that would solve the problem pretty handily. I can get rid of the new Forced Deployment with another Temporal Grenade, which will happen before any of those mnions hit the trash. I can throw down The Whole Gang on a random minion (one of the ones with 1 hp), so you'd only have to deal 1 net damage to that minion in order to destroy the G-B Guard with 3 hp)
It'd mean we have to deal with the Ship for another turn, but collectively we (with some Raptor Help) get rid of *all* of those minions before they thrash us.
Also, how did Voss get 10 hp back from the start of his turn to the end? I thought he was at 33 HP.
He is at 33 HP.
AA, if you sacrifice one of of your ongoings (alacritous?) to only take 2, we can probably hedge on you not needing to heal this turn. If that was the case, you could play Inventive Prepartion to both boost damage and give someone a card play (probably Chrono to get out the Grenade or another bounty
I could definitely use that card play--I'd love to get out The Ultimate Bounty...
Sacrifice Alacritous Subdominant take 2 damage.
Argent Adept
HP: 8
Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration
In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Subdominant
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Inventive Preparation
Use a Power: Xu's Bell, activating Syncopated Onslaught boosting damage again (Which ever two want it) and Inventive Preparation, someone other than me can play 1 card right now.
Draw a Card: Telamon's Lyra
End of Hero Turn:
-----------------
HP: 8
Hand: Drake's Pipes, Sarabande of Destruction, Instrumental Conjuration, Telamon's Lyra
In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation
Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Supertonic
Additional Effects: Two people do +1 damage until my turn!! and one person, other than me, plays a card right now.
If Fixer is ok putting tiger into play he can kill the 2hp guard, put The Whole Gang on that one, use it to kill the three health one. I'll take the second damage boost and wipe the rest out. I won't do anything with all that damage reduction out there. Sadly I have to drop Hairtrigger so I don't die.
Shouldn't soldier also be at 1hp?
If the health for minions is all correct I would need Assault rifle and shock rounds to kill them all, If Crono doesn't need three card plays I could use that to get assault in so I can ammo it up and use it.
If soldier is at 1hp I can shotgun shock to finish them all, and crono can play three cards.
(I'm laying claim to the card play, so I can get out another bounty on my turn. For ease's sake, that AA's card play lets me throw down Temporal Grenade.)
(The Soldier is at 3 HP, because he's immune to projectile--your Hairtrigger Reflexes didn't do any damage to him. That said, you can leave him alive--the Velociraptors will take care of him!)
(I'm going to go ahead and destroy Kill on Sight, so that I only take 2 damage from the Primordial Plant Life)
(Fixer, that +1 damage is all yours!)
Name: Chrono-Ranger
HP: 8
Hand: Temporal Grenade, The Whole Gang, Sudden Contract, Ranger's Mark, Bounty Board
In Play: The Masadah, By Any Means (on Voss), Temporal Grenade
Trash: Eyes on the Prize (x2), Displaced Armory, Hunter and Hunted, No Executions, Kill on Sight, Ranger's Mark, Danny-Boy, Just Doin' My Job
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: The Whole Gang (on minion of Fixer's Choice, as he's the one that needs to smack it down)
Jim's Hat allows a second play: Sudden Contract (Searching Deck for The Ultimate Bounty, which goes on Voss. Damage rider deals negligible damage.)
Use a Power: Temporal Grenade (Deals no damage, but destroys the second Forced Deployment--nothing emerges from the villain trash!)
Draw a Card: Eye on the Prize
End of Hero Turn:
-----------------
HP: 8
Hand: Temporal Grenade, Eye on the Prize, Ranger's Mark, Bounty Board
In Play: The Masadah, By Any Means (on Voss), The Ultimate Target (on Voss), Jim's Hat, The Whole Gang (on minion of Fixer's Choice)
Trash: No Executions, Eyes on the Prize (x2), Displaced Armory, Ranger's Mark, Hunter and Hunted, Danny-Boy, Just Doin' My Job, Temporal Grenade, Sudden Contract, Kill On Sight
Additional Effects:
Wouldn't want to play the Whole Gang on the lower Guard? I can punch through -2 damage with the damage boost and then kill the second guard, which would let Expat clear the board with Shock Rounds
Name: Mr Fixer
HP: 9
Hand: Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Toolbox, Jack Handle, Grease Gun
In Play: Riveting Crane, Pipe Wrench, Grease Gun
Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge
Additional Effects:
-----------------
Start of Hero Turn: Grease Gun is destroyed
Play a Card: Alternating Tiger Claw, destroying Riveting Crane
Use a Power: Strike the Gene Bound Guard with 2 HP (who has the Whole Gang on him) for 2, killing him and using the Whole Gang to destroy other GeneBound Guard
Draw a Card: Meditation (yay!)
End of Hero Turn:
-----------------
HP: 9
Hand: Dual Crowbars, Overdrive, Bloody Knuckles, Jack Handle, Meditation
In Play: Alternating Tiger Claw, Pipe Wrench,
Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge, Toolbox, Grease Gun, Riveting Crane
Additional Effects:
Great timing on Meditation there. I'm leaving three alive, so that he doesn't flip after the raptor attacks. Soldier is less of a threat than Voss, we are getting low and Stalwart needs to die.
Name: Expatriette
HP: 7
Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Pride, Tactical Shotgun, Shock Rounds
In Play: Submachine Gun,Tactical Shotgun
Trash: Hairtrigger Reflexes, Quick Draw, Reload(2), Shock Rounds
Additional Effects: +1 damage
-----------------
Start of Hero Turn:
Play a Card: Shock Rounds on Tactical Shotgun
Use a Power: Shotgun the Stalwart, shock rounds triggers leaving the stalwart at 10HP, Soldier and Firesworn at 2, shock at 1.
Draw a Card: Arsenal access
End of Hero Turn:
-----------------
HP: 7
Hand: Arsenal Access, Assault Rifle, Incendiary Ammo, Pride, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Hairtrigger Reflexes, Liquid Nitrogen Rounds, Quick Draw, Reload(2), Shock Rounds(2)
Additional Effects: +1 damage
Please eat the soldier, firesworn is easier to kill.
I think we're actually better off letting the shock rounds/raptors kill off as many as possible and letting Voss flip.
If we leave the Firesworn, that's 2 damage for all of us. Voss would deal the highest 3 and the lowest 2--less overall damage. And, if he deals that damage, I get to nuke him with The Masadah. Plus, we'd get a turn with (hypothetically) no DR on Voss, which means more damage.
Well, we want to leave at least two for raptor bait.
Insula Primalis
In Play: Velociraptor Pack - 3
Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: Obsidian Field enters play.
End of Environment Turn: The Velociraptors tear apart a minion - I'm guessing the Shock Infantry?
---------------------------------------------------------------------------------------
In Play: Velociraptor Pack - 3
Obsidian Field
Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack
Additional Effects: +1 damage to all
Round 7
Grand Warlord Voss - Conquering Alien Warlord
Grand Warlord Voss - 33
Cards in Play: TCF Stalwart - 8
Gene-Bound Firesworn - 1
Gene-Bound Soldier - 1
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, First Lieutenant Vyktor, Gene-Bound Guard x2, Forced Deployment x2
Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss.
-----------------------------------------------------------------------------------
Start of the Villain Turn: Voss flips.
TCF Stalwart hits all heroes for 4.
Play a Villain Card: Field Lieutenant Tamar enters play.
End of the Villain Turn: TCF Stalwart produces a Gene-Bound Guard.
Firesworn hits Fixer for 3 (reduced to 2) [7].
Soldier hits Argent Adept or Chrono-Ranger for 3.
----------------------------------------------------------------------------------
Grand Warlord Voss - 33
Cards in Play: TCF Stalwart - 8
Gene-Bound Firesworn - 1
Gene-Bound Soldier - 1
Field Lieutenant Tamar - 5
Gene-Bound Guard - 3
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, First Lieutenant Vyktor, Gene-Bound Guard, Forced Deployment x2
Additional Effects: Damage dealt to Voss reduced by 2 x [# of minions], +1 damage dealt to Voss, -2 damage dealt to villain targets, -1 damage dealt by heroes.
I guess ill take the 3 over CR
Argent Adept
HP: 1
Hand: Drake's Pipes, Sarabande of Destruction, Instrumental Conjuration, Telamon's Lyra
In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Subdominant
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Sarabande of Destruction
Use a Power: Xu's Bell, activating Syncopated Onslaught boosting damage again (Which ever two want it) and Inspiring Supertonic to regain 2 HP.
Draw a Card: Telamon's Lyra
End of Hero Turn:
-----------------
HP: 3
Hand: Drake's Pipes, Instrumental Conjuration, Telamon's Lyra, Counterpoint Bulwark
In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction
Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Supertonic
Additional Effects: Two people do +1 damage until my turn!!
(I'm likely to be dead next turn unless The Stalwart somehow vanishes. I'm going to toss down The Whole Gang again, so if we can get it to 4 hp, we can take out a minion and scrap it.)
(I'm going to forgo the +1s in favor of Fixer and Expatriette, unless you really want me to take one.)
(It occurs to me that if we leave the G-B Firesworn alive, the Velociraptors will take him out,)
Name: Chrono-Ranger
HP: 4
Hand: Temporal Grenade, Eye on the Prize, Ranger's Mark, Bounty Board
In Play: The Masadah, By Any Means (on Voss),The Ultimate Target (Voss)
Trash: Eyes on the Prize (x2), Displaced Armory, Hunter and Hunted, No Executions, Kill on Sight, Ranger's Mark, Danny-Boy, Just Doin' My Job, The Whole Gang
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Ranger's Mark (pulling The Whole Gang from the trash and placing on on G-B Guard, negligible damage rider)
Jim's Hat allows a second play: Eye on the Prize (Negligible damage, draw Dead or Alive (YES!!!) and play Dead or Alive on Voss)
Use a Power: The Masadah (5 Irreducible Energy Damage on The Stalwart [3])
Draw a Card: Bounty Board
End of Hero Turn:
-----------------
HP: 4
Hand: Temporal Grenade, Bounty Board (x2)
In Play: The Masadah, By Any Means (on Voss), The Ultimate Target (on Voss), Jim's Hat, The Whole Gang (on G-B Guard), Dead or Alive (on Voss),
Trash: No Executions, Eyes on the Prize (x3), Displaced Armory, Ranger's Mark, Hunter and Hunted, Danny-Boy, Just Doin' My Job, Temporal Grenade, Sudden Contract, Kill On Sight, Ranger's Mark
Additional Effects:
Actually, if you pop the whole gang on the Guard, I can pop him to reduce to take out the Stalwart so we dont have a -3 DR in play
Good idea–I'll do that, then. Editing now.
I'm guessing we do not want Voss to flip while Obsidian field is out, so I'll attack Tamar and the raptors hit a minion. Hopefully I get something good with Arsenal Access.
One or two rounds and we got this, let us hope the environment is kind.
Edit: With damage +2 and -2 I can do at least four, if a bonus damage ammo comes out with arsenal access I will kill the Lieutenant. That is my hope, we'll see Sadly I chose to save shock rounds and use inferno last turn, otherwise I'd be set. Shock will be great for finishing this mess though.
If I get a +damage ammo with arsenal access we will be left with one after the enviro turn. (unless the environment screws us up, which it likes to do)
Actually, could we manipulate it so that Tamar is at 1? I cant remember how much damage Expat can do, but if the raptors could hit here, we should only take damge from the minions
Ideal scenario is us leaving precisely one minion out after the environment turn: that keeps Voss from flipping and reduces the overall damage we're taking.
Name: Mr Fixer
HP: 5
Hand: Dual Crowbars, Overdrive, Bloody Knuckles, Jack Handle, Meditation
In Play: Alternating Tiger Claw, Pipe Wrench,
Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge, Toolbox, Grease Gun, Riveting Crane
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Overdrive
Use a Power: Strike the Gene Bound Guard , killing him and detroying the Stalwart. Strike Voss for 5 (28)
Draw a Card: Charge
End of Hero Turn:
-----------------
HP: 5
Hand: Dual Crowbars, Charge, Bloody Knuckles, Jack Handle, Meditation
In Play: Alternating Tiger Claw, Pipe Wrench,
Trash: Meditation x2, Driving Mantis, Overdrive x2, Salvage Yard, Charge, Toolbox, Grease Gun, Riveting Crane
Additional Effects:
We'll want to leave the Soldier since he hits highest target
Gah, I keep forgetting what ammo I used, I have incendiary rounds.
Name: Expatriette
HP: 3
Hand: Arsenal Access, Assault Rifle, Incendiary Ammo, Liquid Nitrogen Rounds, Pride, Tactical Shotgun
In Play: Submachine Gun,Tactical Shotgun
Trash: Hairtrigger Reflexes, Liquid Nitrogen Rounds, Quick Draw, Reload(2), Shock Rounds(2)
Additional Effects: +1 damage
-----------------
Start of Hero Turn:
Play a Card: Incendiary Ammo on Tactical Shotgun
Use a Power: Shotgun Lt. Tamar for 5 damage (4+1+1+1-1-1)
Draw a Card: RPG launcher
End of Hero Turn:
-----------------
HP: 3
Hand: Arsenal Access, Assault Rifle, Pride, RPG Launcher, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Hairtrigger Reflexes, Incendiary Ammo, Liquid Nitrogen Rounds, Quick Draw, Reload(2), Shock Rounds(2)
Additional Effects: +1 damage
Alright, let's hope we survive this.
If we can survive the next round, having RPG or Temporal Grenade are nice options for environment control
I'd really like to use my Power phase to deal a crap-ton of damage to Voss, so I'd prefer to hang onto the Temporal Grenade for a bit.
Plus, RPG Launcher will deal damage on its own during the Play phase. More instances of damage are good...
There are 8 cards in the Enviroment deck, Velociraptor will cause Voss to flip and kill one of us, as will either of the T-Rex cards, so we have a 3/8ths chance of losing someone.
River of Lava will cost each of us an equip, but we have that to not die.
2 Pterodactyl Thiefs will let us use RPG launcher
2 Obsidian fields will hurt, and might cause Voss's cards to kill one of us, if not he's in big trouble. I'd love a thief, that lets me do 2 damage instances, and Voss won't live long.
Of course several minions of Voss's will result in death, or he could get the Conquerer, which would be game over. I'm hoping for a Quark-Drive Translocator.
Either way the odds aren't good we walk away from this.
Sorry for the delay, life went a bit crazy for a couple of days.
Insula Primalis
In Play: Velociraptor Pack - 3
Obsidian Field
Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack
Additional Effects: +1 damage to all
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Start of Environment Turn:
Play a Card: Enraged T-Rex enters play.
End of Environment Turn: The Velociraptors tear apart the... Soldier?
T-Rex slaughters Mr Fixer.
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In Play: Velociraptor Pack - 3
Obsidian Field
T-Rex - 15
Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack
Additional Effects: +1 damage to all
Round 8
Grand Warlord Voss - Conquering Alien Warlord
Grand Warlord Voss - 28
Cards in Play: Gene-Bound Firesworn - 1
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, First Lieutenant Vyktor, Gene-Bound Guard x2, Forced Deployment x2, Field Lieutenant Tamar, TCF Stalwart, Gene-Bound Soldier
Additional Effects: Damage dealt to Voss reduced by 2 x [# of minions], +1 damage dealt to Voss, -1 damage dealt by heroes
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Start of the Villain Turn:
Play a Villain Card: Quark-Drive Translocator enters play.
End of the Villain Turn: Firesworn hits Chrono-Ranger for 3 [1].
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Grand Warlord Voss - 28
Cards in Play: Gene-Bound Firesworn - 1
Quark-Drive Translocator - 10
Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, First Lieutenant Vyktor, Gene-Bound Guard x2, Forced Deployment x2, Field Lieutenant Tamar, TCF Stalwart, Gene-Bound Soldier
Additional Effects: Damage dealt to Voss reduced by 2 x [# of minions], +1 damage dealt to Voss, -1 damage dealt by heroes.
Argent Adept
HP: 3
Hand: Drake's Pipes, Instrumental Conjuration, Telamon's Lyra, Counterpoint Bulwark
In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction
Trash: Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Subdominant
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Instrumental Conjuration, Akpunku's Drum into play
Use a Power: Xu's Bell, activating Syncopated Onslaught (boosting damage again) and Inspiring Supertonic to regain 2 HP.
Draw a Card: Musaragni's Harp
End of Hero Turn:
-----------------
HP: 5
Hand: Drake's Pipes, Instrumental Conjuration, Telamon's Lyra, Counterpoint Bulwark, Musaragni's Harp
In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction, Akpunku's Drum
Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Supertonic, Instrumental Conjuration
Additional Effects: Two people do +1 damage until my turn!!
(Ouch. This is going to suck.)
(Taking out his Firesworn means he's only down to a total of 1 DR for this turn. I can't recall Fixer's incap capabilities, but if it's a Power use, I think Masadah deals the most damage right now, and I'll get to zap him again when he tries to deal damage on the Villain turn.)
Name: Chrono-Ranger
HP: 1
Hand: Temporal Grenade, Bounty Board (x2)
In Play: The Masadah, By Any Means (on Voss),The Ultimate Target (Voss), Dead or Alive (Voss), Jim's Hat
Trash: Eyes on the Prize (x2), Displaced Armory, Hunter and Hunted, No Executions, Kill on Sight, Ranger's Mark, Danny-Boy, Just Doin' My Job, The Whole Gang, No Executions, Temporal Grenade, Sudden Contract
Additional Effects:
-----------------
Start of Hero Turn: Regain 1 hp...
Play a Card: Bounty Board (Pulling No Executions, Kill on Sight, and The Whole Gange from the trash, deals net 1 projectile damage to Firewsworn, killing it)
Jim's Hat allows a second play: Second Bounty Board (Pulls no Bounties, but deals 3 projectile damage to Voss [24]
Use a Power: The Masadah (6 Irreducible Energy damage to Voss [18])
Draw a Card: Sudden Contract
End of Hero Turn:
-----------------
HP: 2
Hand: Temporal Grenade, No Executions, Kill on Sight, The Whole Gang, Sudden Contract
In Play: The Masadah, By Any Means (on Voss), The Ultimate Target (on Voss), Jim's Hat, Dead or Alive (on Voss),
Trash: No Executions, Eyes on the Prize (x3), Displaced Armory, Ranger's Mark, Hunter and Hunted, Danny-Boy, Just Doin' My Job, Temporal Grenade, Sudden Contract, Kill On Sight, Ranger's Mark, Bounty Board (x2)
Additional Effects:
Sadly, Fixer's incap is someone draw a card, put equipment from trash into play, or destroy ongoing. I'm thinking pulling one of Expats ammos out since the TRex would hit Voss' device, any other ideas?
Yes, pull shock rounds if you please, put it on shotgun. I'll assume that is what happens.
Name: Expatriette
HP: 3
Hand: Arsenal Access, Assault Rifle, Liquid Nitrogen Rounds, Pride, RPG Launcher Tactical Shotgun
In Play: Submachine Gun,Tactical Shotgun->Shock Rounds
Trash: Hairtrigger Reflexes, Incendiary Rounds Liquid Nitrogen Rounds, Quick Draw, Reload(2), Shock Rounds
Additional Effects: +1 damage
-----------------
Start of Hero Turn:
Play a Card: RPG Launcher to destroy Velociraptor Pack, deal 4 damage to Voss [14] and 3 to T-Rex (12)
Use a Power: Shotgun Voss for 6 damage, Shock Rounds leaves Voss at [5], Thingy at [8], T-Rex at [10]
Draw a Card: Hollow Points
End of Hero Turn: Massive Fist pumping
-----------------
HP: 3
Hand: Arsenal Access, Assault Rifle, Pride, Tactical Shotgun
In Play: Submachine Gun, Tactical Shotgun
Trash: Hairtrigger Reflexes, Incendiary Ammo, Liquid Nitrogen Rounds, Quick Draw, Reload(2), RPG Launcher, Shock Rounds(2)
Additional Effects: +1 damage
3 targets for T-Rex at 5hp, unless another T-Rex comes out Voss=DINO LUNCH!! (nojinxnojinxnojinx)
Even if it does: Even if a T-Rex takes you out, as soon as Voss attempts to deal damage, I can get him with Masadah! That's 6 points of Irreducible and a win for us!
Wait, even if a second one comes out they will attack the thingy at 8hp, then a 5hp target, so that still is Voss biting the dust.
The greatest moment of the fight for me is an injured Fixer throwing an apparently dropped slug of lightning directly into my shotgun while I blew up a Velociraptor. Micheal Bay, eat your heart out.
Although following that with a T-Rex eating the alien overlord is kind of overkill, but hey, who says we can't go full Epic.
This last round is insane.
Just got to Wait for the GM to come make it official. Man this was a great Match.
Insula Primalis
In Play: Obsidian Field
Enraged T-Rex - 10
Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack x2
Additional Effects: +1 damage to all
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Start of Environment Turn:
Play a Card: Primordial Plant Life enters play. Expatriette and Chrono get eaten, Argent drops to two hit points...and then, with a mighty roar, Grand Warlord Voss get's Rex'd.
VICTORY!
Wooo! Go T-Rex!
That was a much closer game than I usually enjoy, but a win's a win!
I'm game for a new round, but I'm headed to GenCon for the weekend, so I wouldn't be able to start up until Sunday night.
I assume Argent had the decency to play some great victory music for the T-Rex and he ran away.
Epic victory.
I'm definitely up for another, and I won't be going to Gen Con, so have fun, and don't let my amazing jealousy ruin your weekend.
That was awesome. I'm always up for another one of these
Can I just say this was great fun to watch? One hero left at 2HP...
Yayaay! Sole survivor! I'm in again. Do you just random the participants into these matches? By that I mean heroes/villain/environment.
Yeah, I use Spiff's randomiser, everything ticked but Ambuscade (I lack him).