Kismet
VS
Bunker (Envisioner)
Tempest (cmschex)
Omnitron-X (Greywind)
Dark Visionary (dpt)
Chrono-Ranger (grysqrl)
IN
Insula Primalis
Kismet
VS
Bunker (Envisioner)
Tempest (cmschex)
Omnitron-X (Greywind)
Dark Visionary (dpt)
Chrono-Ranger (grysqrl)
IN
Insula Primalis
I'll take Chrono-Ranger if no one objects.
Starting Hand: Compounded Bow, Sudden Contract, Kill on Sight, Hunter and Hunted
I'm in for anything, with a preference against Tempest (since I played them recently).
I'd like to play Tempest, it's been a while
I'll take Omni-X.
Technological Advancement, Singularity, Reset, Singularity
Argh, would have loved to play O-X, but I suppose Bunker will do.
So it looks like I'm Dark Visionary.
So now we are five. dramatic music
Bunker's opening hand: Auxiliary Power Source, Decomissioned Hardware, Omni-Cannon, External Combustion.
Round One
Kismet - Charmed Scoundrel
Kismet: 70
The Talisman (Enchanted Heirloom) - 7
In Play:
Trash:
--------------------------------------------------------
Start of Turn: Kismet deals each hero target 1 psychic damage.
Play a Card: Scattered Mind enters play, in front of any hero.
End of Turn: Fortune's Smile is revealed, dealing each hero target 2 psychic damage, and playing Violent Trickster - each player discards 1 card, Kismet deals Omnitron-X 3 melee damage.
-------------------------------------------------------
Kismet: 70
The Talisman (Enchanted Heirloom) - 7
In Play: Scattered Mind (any hero) - whenever that hero deals damage, that player discards a card.
Trash: Fortune's Smile, Violent Trickster
Effects: ST: Flip? If not, deal each hero target 1 psychic damage.
ET: Reveal the top card of the villain deck. If it is Lucky, put it into play.
Whenever a hero target deals another hero target 4 or more damage, destroy a Jinx card.
Increase damage dealt by Kismet by the number of Jinxes in play.
Hero HP: Bunker - 25, Tempest - 23, OX - 19, Visionary - 23, CR - 25
Oh boy, rough start we're off to here. I discard External Combustion. I'll voluntarily take the Jinx since my opening hand isn't set up for much damage-dealing; I'll focus on being The Tank for this match since Haka, Legs and Scholar aren't around. (Considering he literally is a tank, Bunker doesn't get to play the role very often, so this will be a nice change of pace from his usual More Dakka for me.)
Bunker
HP: 25
Hand: Auxiliary Power Source, Decommissioned Hardware, Omni-Cannon.
In Play:
Trash: External Combustion
--------------------------------------------------------
Start of Turn:
Play a Card: Auxiliary Power Source.
Use a Power: Auxiliary Power Source. Draw Maintenance Unit, Ammo Drop, Gatling Gun.
Draw a Card: Recharge Mode.
End of Turn:
-------------------------------------------------------
HP: 25
Hand: Decommissioned Hardware, Omni-Cannon, Maintenance Unit, Ammo Drop, Gatling Gun, Recharge Mode.
In Play:
Trash: External Combustion, Auxiliary Power Source.
Effects: Target of Scattered Mind jinx - whenever Bunker deals damage, their player must discard 1 card. Tempest, CR, you're the Lancers.
Violent Trickster reads "2 melee damage".
And Fortune's Smile reads "1 psychic damage". But both are receiving a +1 damage from the 1 Jinx in play because Kismet has the Talisman. We'll want to get it away from her ASAP.
Tempest
HP: 23
Hand: Chain Lightning x 2, Shielding Winds
In Play:
Trash: Shielding Winds
--------------------------------------------------------
Start of Turn:
Play a Card: Chain Lightning - deal 4 damage to Kismet (66), 3 to Talisman (4)
Use a Power: Squall - Kismet (65) and Talisman (3) take 1 damage each
Draw a Card: Aquatic Correspondence
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Aquatic Correspondence, Shielding Winds, Chain Lightning
In Play:
Trash: Shileding Winds, Chain Lightning
Effects:
My Talisan wasn't with my deck. It's all good. Thanks.
Omnitron-X
HP: 19
Hand: Reset, Singularity, Technological Advancement
In Play:
Trash: Singularity
------------------------------------------
Start of Turn:
Play a Card: Technological Advancement (fish for Ablative Coating), draw Bio-Engineering Beam
Use a Power: Timeshift – Innervation Ray
Draw a Card: Defensive Blast
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Reset, Singularity, Bio-Engineering Beam, Defensive Blast
In Play: Ablative Coating, Innervation Ray
Trash: Singularity, Technological Advancement
Effects:
Not sure why you went for Ablative Coating. Yes the hit you just took was Melee, but most of the time Kismet is dealing psychic damage to all heroes.
Because there's also the Environment to account for.
True, but Velociraptor Packs will pretty much always attack the Talisman, and T-Rex will hit either me or Chrono-Ranger at the moment. You're only really defending yourself against Primordial Plant Life, although that one is admittedly quite dangerous to you, since you have very few Ongoings.
At that point it is a gamble more on where you are more likely to cross the 5 damage threshold.
In this game Imminent Destruction is a threat (projectile) Primordial, and T-Rex can one shot components if Omni goes temporal and becomes highest HP hero by avoiding all the little damages.
The psychic damage is only likely to cross 5 damage if things get really bad or on Kismet's flip side if Talisman is mismanaged.
I see. Thank you for the explanation.
Waiting on dpt to take Dark Visionary's turn.
Initial Hand: Wrest the Mind, Twist the Ether, Prophetic Vision, Psychic Maelstrom
Discard Prophetic Vision for Violent Trickster.
Dark Visionary
HP: 23
Hand: Wrest the Mind, Twist the Ether, Psychic Maelstrom
In play:
Trash: Prophetic Vision
Additional effects:
[hr]
Start of hero turn:
Play a card: Twist the Ether on Kismet. Unless otherwise stated, all her damage will be reduced by 1, and damage to Omnitron-X will match whatever defense card it has out.
Use a power: Turmoil on Kismet.
Draw a card: Foresight
End of hero turn:
[hr]
HP:
Hand: Wrest the Mind, Psychic Maelstrom, Foresight
In play: Twist the Ether (by Kismet)
Trash: Prophetic Vision
Additional effects: Kismet’s Ether is Twisted.
[hr]
Update: Fixed the trash pile issue.
Discard Hunter and Hunted for Violent Trickster.
Chrono-Ranger
HP: 25
Hand: Compounded Bow, Sudden Contract, Kill on Sight
In play:
Trash: Hunter and Hunted
Additional effects:
----------------------------------------------------
Start of hero turn:
Play a card: Sudden Contract - fish out The Ultimate Target and play it next to Kismet; deal 2 projectile damage to Kismet [63]
Use a power: Quick Shot - deal 2 projectile damage to Kismet [61]
Draw a card: Jim's Hat
End of hero turn:
----------------------------------------------------
HP: 25
Hand: Compounded Bow, Kill on Sight, Jim's Hat
In play: The Ultimate Target (by Kismet)
Trash: Hunter and Hunted, Sudden Contract
Additional effects: +1 damage dealt to Kismet (by Chrono-Ranger); the first time each turn that Kismet deals damage, Chrono-Ranger may use a power
(Turmoil still needs to be resolved.)
(Psst, dpt, you're showing Psychic Maelstrom as both in play and in the trash.)
Turmoil turns up Shaky Arm and Unlucky Break; grysqrl, can I assume your free power uses are going to be spent shooting Kismet?
Insula Primalis
In Play:
Trash:
--------------------------------------------------------------
Start:
Play: River of Lava appears.
End: Each hero destroys an equipment card or takes 5 fire damage.
--------------------------------------------------------------
In Play: River of Lava
Trash:
Effects: ST: Each player may discard the top three cards of their deck to destroy River of Lava.
ET: Each hero destroys an equipment card or takes 5 fire damage.
I don't know Kismet super-well, but most of them will be. Exceptions would be environment targets that we need to put down or when we need the talisman to flip. I'll try to say something in advance if that happens.
Shaky Arm seems less terrible than Unlucky Break since we have a few people with ongoing-killers.
I agree, Shaky Arm seems marginally better, even though it boosts her damage by 1 more this turn. It will go on Omnitron-X, I guess. I hope I get Mental Divergence soon.
[I'm assuming OX destroyed his Innervation Ray to protect against the Lava; if he didn't, et me know, but I assume he likes his armour and taking the damage would destroy the Ray anyway.]
Round Two
Kismet - Charmed Scoundrel
Kismet: 61
The Talisman (Enchanted Heirloom) - 3
In Play: Scattered Mind (Bunker)
Trash: Fortune's Smile, Violent Trickster
--------------------------------------------------------
Start of Turn: Kismet deals each hero target 1 projectile damage (and is shot).
Kismet deals Bunker 2 radiant damage.
Play a Card: Shaky Arm enters play, in front of OX, Visionary or CR.
End of Turn: Unlucky Break is revealed (yes, there were two) and shuffled back in.
-------------------------------------------------------
Kismet: 59
The Talisman (Enchanted Heirloom) - 3
In Play: Scattered Mind (Bunker) - whenever that hero deals damage, that player discards a card.
Skaky Arm (TBD) - reduce damage dealy by that hero by 1.
Trash: Fortune's Smile, Violent Trickster
Effects: ST: Flip? If not, deal each hero target 1 psychic damage.
ST: Kismet deals each hero affected by a Jinx card 2 psychic damage.
ET: Reveal the top card of the villain deck. If it is Lucky, put it into play.
Whenever a hero target deals another hero target 4 or more damage, destroy a Jinx card.
Increase damage dealt by Kismet by the number of Jinxes in play.
Kismet's Ether is Twisted.
Hero HP: Bunker - 17, Tempest - 17, OX - 19, Visionary - 17, CR - 19
Oh, I forgot about the destruction. I'll take Shaky Arm.
Sorry, I should have posted this an hour ago; I was putting it off for no real reason and finally snapped out of it.
Stupid lava. What are the odds? Oh, right.
Bunker
HP: 17
Hand: Decommissioned Hardware, Omni-Cannon, Maintenance Unit, Ammo Drop, Gatling Gun, Recharge Mode.
In Play:
Trash: External Combustion, Auxiliary Power Source.
--------------------------------------------------------
Start of Turn:
Play a Card: Maintenance Unit.
Use a Power: Maintenance Unit - Bunker regains 2 HP.
Draw a Card: another Recharge Mode.
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Decommissioned Hardware, Omni-Cannon, Ammo Drop, Gatling Gun, Recharge Mode (2).
In Play: Maintenance Unit
Trash: External Combustion, Auxiliary Power Source.
Effects: Target of Scattered Mind jinx - whenever Bunker deals damage, their player must discard 1 card. Note to self: lava is painful.
Tempest
HP: 17
Hand: Aquatic Correspondence, Shielding Winds, Chain Lightning
In Play:
Trash: Shileding Winds, Chain Lightning
Effects:
--------------------------------------------------------
Start of Turn:
Play a Card: Aquatic Correspondence - draw Lightning Slash x 2, Ball Lightning
Use a Power: Squall - Kismet (58) and Talisman (2) take 1 damage each
Draw a Card: Otherworldly Resistance
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Shielding Winds, Chain Lightning, Lightning Slash x 2, Ball Lightning, Otherworldly Resistance
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence
Effects:
Omnitron-X
HP: 19
Hand: Reset, Singularity, Bio-Engineering Beam, Defensive Blast
In Play: Ablative Coating
Trash: Singularity, Innervation Ray
------------------------------------------
Start of Turn:
Play a Card: Bio-Engineering Beam
Use a Power: Bio-Engineering Beam on River of Lava; 2 damage to the Talisman (Flips)
Draw a Card: Distruptive Flechettes
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Reset, Singularity, Defensive Blast, Disruptive Flechettes
In Play: Ablative Coating, Bio-Engineering Beam
Trash: Singularity, Technological Advancement
Effects: Talisman goes to Bunker, OX, or Chrono
River of Lava self-destructs at end of environment turn, I think. Bio-Engineering Beam probably doesn't have a target and thus probably can't be used.
Nope, it only dies if each hero trashed the top 3 cards of their deck. I much prefer this solution. Also, technically, Bio Engineering Beam can be used without an Environment target in play since the damage is not conditional on an environment target being destroyed
Dark Visionary
HP: 17
Hand: Wrest the Mind, Psychic Maelstrom, Foresight
In play: Twist the Ether (by Kismet)
Trash: Prophetic Vision
Additional effects: Kismet’s Ether is Twisted.
[hr]
Start of hero turn:
Play a card: Foresight
Use a power: Foresight. Reveal Mind Spike, Mental Divergence, and Precognition. Put Mental Divergence in my hand (yay!), Precognition on top of my deck, and Mind Spike on the bottom.
Draw a card: Precognition
End of hero turn:
[hr]
HP: 17
Hand: Wrest the Mind, Psychic Maelstrom, Mental Divergence, Precognition
In play: Twist the Ether, Foresight
Trash: Prophetic Vision
Additional effects: Kismet’s Ether is Twisted.
I propose that Chrono-Ranger gets the Talisman, both because he gets first shot (heheh) at using it, and because he gets extra power usages out of The Ultimate Target, while still able to deal damage with card plays. It might eventually be wise to give it to Bunker so he can shrug off the damage she deals when she doesn't have it, but that damage targets any highest-HP hero rather than necessarily the one who has the Talisman, and Bunker for one is almost unquestionably never going to have a spare Power to use the Talisman on any decks, while CR could potentially use it on two or more decks each round. (Is there any way to make Kismet deal damage on hero turns?)
Kismet deals damage to a hero with Weak Heart. On Two Left Feet, the hero damages themself; that would be a good one to give Mr. Fixer, in case Jack Handle comes out.
It's worth thinking about the interaction of the Talisman with the powers of Dark Visionary and Omnitron-X. The Talisman is weak deck-stacking, but I could follow it up with discarding key cards. And Omnitron-X can Timeshift into play a key card.
Yeah, the Talisman can do some interesting stuff. It's a pity that Kizzy is so violent about losing it. I think she's the one hero where I would prefer playing on Normal rather than Advanced, not because the latter is too hard (though it certainly is, particularly with H=5) or unnecessarily prolonged (Dawn), but simply because there's more fun to be had when she's not trying as hard to kill you. This contrasts nicely with our last episode, where Spite got to be so invincible that there was no point even trying to hurt him, so we were forced into a new "give him what he wants" playstyle. That was really neat.
Yeah, I didn't think anyone would care if the river just up and disappeared. I agree; give the Talisman to CR for the time being. I'm sure we're in for more fumbles with it this game.
I can take the Talisman for a little bit.
Chrono-Ranger
HP: 19
Hand: Compounded Bow, Kill on Sight, Jim's Hat
In play: The Ultimate Target (by Kismet), The Talisman [7]
Trash: Hunter and Hunted, Sudden Contract
Additional effects: +1 damage dealt to Kismet (by Chrono-Ranger); the first time each turn that Kismet deals damage, Chrono-Ranger may use a power
----------------------------------------------------
Start of hero turn:
Play a card: Jim's Hat & Compounded Bow
Use a power: The Talisman on Kismet's deck
Draw a card: Just Doin' My Job
End of hero turn:
----------------------------------------------------
HP: 19
Hand: Kill on Sight, Just Doin' My Job
In play: The Ultimate Target (by Kismet), The Talisman [7], Jim's Hat, Compounded Bow
Trash: Hunter and Hunted, Sudden Contract
Additional effects: +1 damage dealt to Kismet (by Chrono-Ranger); the first time each turn that Kismet deals damage, Chrono-Ranger may use a power
Waiting on Kismet's top 3 cards to reorder.
Two Glass Jaws and a Karmic Disjunction.
Insula Primalis
In Play:
Trash: River of Lava
--------------------------------------------------------------
Start:
Play: Obsidian Field appears.
End:
--------------------------------------------------------------
In Play: Obsidian Field
Trash: River of Lava
Effects:
I'm thinking that we put the Glass Jaws on top and the Karmic Disjunction third. Does anyone disagree?
Agreed. It doesn't make sense to put Karmic Disjunction on top, as it would just bring out the Glass Jaws anyway. This way, we have two relatively safe turns, even if we flip her back (as Karmic DIsjunction is not a lucky card).
Very much correct, as the Disjunction would put the Glass Jaws into play anyhow. Since Kizzy will be flipping to the side where she wallops a single high-HP hero at a time, the Glass Jaws ought to be assigned to characters who have low HP; hopefully Ongoing destruction will become available by the time those players are in danger of getting hit. (Of course, right now all HPs are either 17 or 19, so if the first Glass Jaw went on a 19, that would still give two turns until that player would get smacked by the Deviant Miscreant's megablast.)
I'll be Ball Lightning-ing this turn, so lets pick whichever Jinxes we least want, so Scattered Mind and probably Glass Jaw unless Viz is really wanting to get rid of Shaky Arm this turn
The Glass Jaw unfortunately goes to a hero with highest HP, so we don't have the choice.
It just occurred to me that the way to deal with the Talisman would be: let her flip this turn; then, during the course of the next round, take it down to 5 or 6 HP so that Kismet flips it herself at the start of her following turn. That way her mega-blast is not very mega.
I don't care about Shaky Arm, but I was also planning to get rid of one myself, which would then cover all of them. (I don't think deck stacking is crucial this coming round, given what the Talisman just revealed.)
Ok. Glass Jaws on top. Disjunction third.
Ideally, we want to flip her back on round 4, so that she'll play the second Glass Jaw and then discard Karmic Disjunction since it's not Lucky. As violent as advanced Kismet is, we really don't want her having like 4 Jinxes go into play at once and boost her damage with the Talisman.
Scattered Mind isn't especially bothering me at the moment; it's just making me not want to use my Omni-Cannon or Gatling Gun.
It seems like it's convenient for us to get rid of Scattered Mind this round anyway, so bear that in mind when planning your turn. (I guess Omni-Cannon is good with Scattered Mind anyway, since you store up damage to be used later.)
Yep, and you will frequently have an empty hand by the time you fire.
Granted, if she has Inconceivable Obstruction out, it's not so good. (There's only one copy of the card in her deck, but I'm pretty sure it has come up in all three of my games against her, usually paired with Lady Luck which is also a singleton. She's mean.)
Keep in mind, barring anything more fun, I can always Timeshift her deck.
Good point. It's a pity you're not downstream of CR; it'll be less convenient to have to give the Talisman to someone earlier than you, but it would allow better coordinating of this maneuver.
Round Three
Kismet - Deranged Miscreant
Kismet: 58
The Talisman (Stolen Charm) - 7
In Play: Scattered Mind (Bunker), Shaky Arm (Visionary)
Trash: Fortune's Smile, Violent Trickster
--------------------------------------------------------
Start of Turn: Kismet flips.
Play a Card: Glass Jaw enters play, in front of OX, Bunker or CR.
End of Turn: Kismet deals OX 3 melee damage (is shot.)
-------------------------------------------------------
Kismet: 52
The Talisman (Stolen Charm) - 7
In Play: Scattered Mind (Bunker) - whenever that hero deals damage, that player discards a card.
Skaky Arm (Visionary) - reduce damage dealy by that hero by 1.
Glass Jaw (CR) - increase damage dealt to that hero by 1.
Trash: Fortune's Smile, Violent Trickster
Effects: ST: Flip? If not, deal the Talisman 2 irreducible psychic damage.
ET: Kismet regains 1HP for each Lucky card in play.
ET: Kismet deals the hero target with the highest HP (9 - Talisman's HP) psychic damage.
Increase damage dealt by Kismet 3.
Kismet's Ether is Twisted.
Hero HP: Bunker - 19, Tempest - 17, OX - 16, Visionary - 17, CR - 19
I'll hit Kismet back for 4. I can take the Glass Jaw if Bunker doesn't want it (OX definitely shouldn't have it). I would recommend that OX take the end of turn hit, since he's got Ablative Coating.
As far as I can tell, Kismet's damage calculations right now are 2 (talisman at 7 HP) + 3 (H-2 advanced bonus) + 1 (obsidian field) - 1 (twisted aether)...what am I missing that the end result is 4 rather than 5?
Whatever the damage is, I'd be willing to take the hit in my capacity as party tank, but Omnitronx is probably a better choice at the moment because of his Plating (and lack of components - he doesn't want to take the hit later after gaining some). CR should definitely take the Glass Jaw, since he's the only one without damage reduction, and thus the one we want to be getting hit least often. (He could even shoot himself a little, to avoid something else shooting him a lot.)
That's it, I'm takin' a nap.
Bunker
HP: 19 (presumed)
Hand: Decommissioned Hardware, Omni-Cannon, Ammo Drop, Gatling Gun, Recharge Mode (2).
In Play: Maintenance Unit
Trash: External Combustion, Auxiliary Power Source.
--------------------------------------------------------
Start of Turn:
Play a Card: Recharge Mode
Use a Power: Snoring - regains 1 sanity point.
Draw Cards: External Combustion, Omni-Cannon
End of Turn:
-------------------------------------------------------
HP: 19 (probably)
Hand: Decommissioned Hardware, Recharge Mode, Ammo Drop, Gatling Gun, External Combustion, Omni-Cannon (2).
In Play: Maintenance Unit, Recharge Mode
Trash: External Combustion, Auxiliary Power Source.
Effects: Takes 1 less damage per instance. Cannot play cards or use powers for any reason. Target of Scattered Mind jinx - whenever Bunker deals damage, their player must discard 1 card. Not a fan of the multiple-worlds interpretation of quantum theory.
I wasn't aware we were playing Advanced with her.
Two of the Jinxes (jinxi?) will be leaving on my card play with the Disruptive Flechettes. I'm thinking Bunker's and the Glass Jaw.
My calculations, I'll only be taking 2 of the 4 between the AC and TtE, 3 if I take the Jaw. (Missed the Field). I don't want the Jaw. 
These Episode games are always Advanced, aren't they? If we're not on advanced, I'm pretty sure I have more HP, as her A-side deals damage to every Jinxed hero on Advanced, and I remember taking that damage.
A-side deals damage to all heroes if she didn't flip.
Advanced deals damage to Jinx targets on top of.
And Meerkat usually notates in the first post if he's running Advanced.
Great, now I'm going to have to replay the entire game so far, to figure out where we're actually supposed to be. I'm certain I took the advanced damage on round 2.
Wait, is Tempest planning to play Ball Lightning and OX planning to play Flechettes? We don’t have that many things to destroy …
BlueHairedMeerkat has consistently been listing the advanced effects.
I was planning on playing Ball Lightning, but am fine just doing something else if Omni wants to throw down the flechettes.
Tempest
HP: 17
Hand: Shielding Winds, Chain Lightning, Lightning Slash x 2, Ball Lightning, Otherworldly Resistance
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence
--------------------------------------------------------
Start of Turn:
Play a Card: Lightning Slash does 6 damage to Kismet (52)
Use a Power: Squall - Kismet (50) and Talisman (5) take 2 damage each
Draw a Card: Vicious Cyclone
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Shielding Winds, Chain Lightning, Lightning Slash , Ball Lightning, Otherworldly Resistance, Vicious Cyclone
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence, Lightning Slash
Effects:
I figured I'd go with the Disruptive Flechettes due to lack of any other real options for card plays.
Omnitron-X
HP: 17
Hand: Reset, Singularity, Defensive Blast, Disruptive Flechettes
In Play: Ablative Coating, Bio-Engineering Beam
Trash: Singularity, Innervation Ray, Technological Advancement
------------------------------------------
Start of Turn:
Play a Card: Disruptive Flechettes (removing Scattered Mind and Glass Jaw); 3 damage to Kismet (47) and the Talisman (2)
Use a Power: Timeshift (Slip Through Time goes into play)
Draw a Card: Focused Plasma Cannon
End of Turn: Play Reset (draw Gaussian Coil Blaster; play Focused Plasma Cannon)
-------------------------------------------------------
HP: 17
Hand: Singularity, Defensive Blast, Gaussian Coil Blaster
In Play: Ablative Coating, Bio-Engineering Beam, Slip Through Time, Focused Plasma Cannon
Trash: Reset
Effects:
Envisioner was right about my damage being wrong (I missed the Obsidian Field), so OX needs to be 1HP lower. That said, I don't think I've ever not played one of these on advanced mode... I shall start making that more explicit in the future though, if it's going to confuse people.
Greywind, I guess you're deciding not to use Bio-Engineering Beam from Slip through Time?
Dark Visionary
HP: 17
Hand: Wrest the Mind, Psychic Maelstrom, Mental Divergence, Precognition
In play: Twist the Ether (by Kismet), Foresight
Trash: Prophetic Vision
Additional effects: Kismet’s Ether is Twisted.
[hr]
Start of hero turn:
Play a card: Mental Divergence
Use a power: Mental Divergence. Destroy Shaky Arm.
Draw a card: Suggestion
End of hero turn:
[hr]
HP: 17
Hand: Wrest the Mind, Psychic Maelstrom, Precognition, Suggestion
In play: Twist the Ether (by Kismet), Foresight, Mental Divergence
Trash: Prophetic Vision
Additional effects: Kismet’s Ether is Twisted.
I do believe that one of your early Episodes had a villain, and then later you had the same villain again and tagged the thread "[Advanced]" that time, so I always sort of assumed the first one had been regular. Or maybe they were in the other order…I'll have to research this.
EDIT - I was right the second time, and actually it was Kismet that was duplicated (as well as Cosmic Omnitron and I think one other…you might want to give your randomizer a good shake next time). Episode 2 was "Advanced Kismet", and Episode 8 was just "Kismet", so I assumed that meant you had downgraded her after the first bout.
Re: dpt, I would prefer that Omni-X not use the Bio-Beam on the fields so I can flip the Talisman and still hit Kismet.
Chrono-Ranger
HP: 19
Hand: Kill on Sight, Just Doin' My Job
In play: The Ultimate Target (by Kismet), The Talisman [2], Compounded Bow, Jim's Hat
Trash: Hunter and Hunted, Sudden Contract
Additional effects: +1 damage dealt to Kismet (by Chrono-Ranger); the first time each turn that Kismet deals damage, Chrono-Ranger may use a power
----------------------------------------------------
Start of hero turn:
Play a card: Just Doin' My Job
Use a power: Compounded Bow deals 3 projectile and 3...let's say radiant damage to Kismet [41]
Draw a card: Bounty Board
End of hero turn:
----------------------------------------------------
HP: 19
Hand: Displaced Armory, Rangers Mark (2), Sudden Contract, By Any Means, Bounty Board
In play: The Ultimate Target (by Kismet), Jim's Hat, Compounded Bow
Trash: Hunter and Hunted, Sudden Contract, Just Doin' My Job, Kill on Sight
Additional effects: +1 damage dealt to Kismet (by Chrono-Ranger); the first time each turn that Kismet deals damage, Chrono-Ranger may use a power
I'd be happy to discard one of the Omni-Cannons for CR's benefit. But are you sure you want him to shoot the Talisman? This will flip Kizzy back to her first side, letting her hit every hero with a Jinx for 2 damage, +1 for the obsidian field and +1 for every Jinx in play. I think we got rid of some Jinxes this round, but still, the alternative is that if the Talisman is at 2 HP, Kizzy will "kill" it herself, and then her blast will hit only one hero, albeit for a lot. If there's even one Jinx still in play, I think it might work out in our favor to just shoot Kizzy for 2 more instead. (Actually it would be 3 because of the Ultimate Target.) I might be miscalculating here, so no worries if you want to stick with your plan, I'm just making sure you've considered the alternative.
The Jinxes were all destroyed this turn (albiet, one will come into play). If we don't flip her, she's going to hit one person for 12ish. I would much rather have the damage distributed. Also, we know her card flip at the end of her turn won't be Lucky.
A perfectly reasonable assumption, but a wrong one. We started off putting [advanced] on each battle, but that got dropped when it became clear that we were probably never going to run a non-advanced game…
Insula Primalis
In Play: Obsidian Field
Trash: River of Lava
--------------------------------------------------------------
Start:
Play: River of Lava appears.
End: Each hero destroys an equipment card or takes 6 fire damage - Bunker may destroy Maintenance Unit [13/19], Tempest takes the damage [11], OX will almost certainly destroy his Focused Plasma Cannon [17], Visionary takes the damage [11], Jim may destroy the Hat or the Bow [13/19].
In Play: Obsidian Field, River of Lava
Trash: River of Lava
Effects: ST: Each player may discard the top three cards of their deck to destroy River of Lava.
ET: Each hero destroys an equipment card or takes 5 fire damage.
Increase all damage dealt by 1.
Round Four
Kismet - Charmed Scoundrel
Kismet: 41
The Talisman (Enchanted Heirloom) - 7
In Play:
Trash: Fortune's Smile, Violent Trickster, Scattered Mind, Shaky Arm, Glass Jaw
--------------------------------------------------------
Start of Turn: Kismet flips.
Play a Card: Glass Jaw enters play, in front of the highest-HP hero.
End of Turn: Karmic Disjunction is revealed and shuffled back in.
-------------------------------------------------------
Kismet: 41
The Talisman (Enchanted Heirloom) - 7
In Play: Glass Jaw (TBD) - increase damage deal to that hero by 1.
Trash: Fortune's Smile, Violent Trickster, Scattered Mind, Shaky Arm, Glass Jaw
Effects: ST: Flip? If not, deal each hero target 1 psychic damage.
ST: Kismet deals each hero affected by a Jinx card 2 psychic damage.
ET: Reveal the top card of the villain deck. If it is Lucky, put it into play.
Whenever a hero target deals another hero target 4 or more damage, destroy a Jinx card.
Increase damage dealt by Kismet by the number of Jinxes in play.
Kismet's Ether is Twisted.
Hero HP: Bunker - 13/19, Tempest - 11, OX - 17, Visionary - 11, CR - 13/19
Rivers of Lava still pick up shards of Obsidian as they flow over it and become more ouchy because of it.
This is wrong; if you leave the Talisman alive (not flipping her), she will hit the Talisman at the start of her turn, flipping it. Then by the end of her turn it will have 7HP, and she will hit the highest HP hero for (9-7) + 3 (advanced) + 1 (Obsidian Fields) - 1 (TtE), for a total of 5.
However, it’s also true the Jinxes are currently all gone, and so her damage on the other side is not so fierce.
I'll discard Psychic Maelstrom for Chrono-Ranger.
Kismet does not deal that start-of-turn damage on the turn that she flips. Oops, you're talking about the other start-of-turn damage. There aren't any heroes with Jinxes, so that doesn't do anything.
How would it be that much? Let's see, she'd start the turn, take back the talisman, and play the only Jinx, then at end of turn the Talisman would have 7 HP, so she'd deal 2 damage, +3 for advanced, +1 for the talisman's jinx bonus, +1 for Obsidian Field, -1 for Twist the Ether, for a total of 6.
Also, we know her card flip at the end of her turn won't be Lucky.
Ah, good point, I had forgotten that this was my own idea.
As far as I can tell, Kismet's damage calculations right now are 2 (talisman at 7 HP) + 3 (H-2 advanced bonus) + 1 (obsidian field) - 1 (twisted aether)…what am I missing that the end result is 4 rather than 5?
Whatever the damage is, I'd be willing to take the hit in my capacity as party tank, but Omnitronx is probably a better choice at the moment because of his Plating (and lack of components - he doesn't want to take the hit later after gaining some). CR should definitely take the Glass Jaw, since he's the only one without damage reduction, and thus the one we want to be getting hit least often. (He could even shoot himself a little, to avoid something else shooting him a lot.)
Zzzzz…awful warm in here…zzzzz…
Bunker
HP: 19
Hand: Decommissioned Hardware, Recharge Mode, Ammo Drop, Gatling Gun, External Combustion, Omni-Cannon.
In Play: Recharge Mode
Trash: External Combustion, Auxiliary Power Source, Omni-Cannon, Maintenance Unit.
Start of Turn:
Play a Card: 40 Winks.
Use a Power: the 51st-80th winks
Draw Cards: Ammo Drop, External Combustion, Upgrade Mode
End of Turn:
HP: 19
Hand: Decommissioned Hardware, Recharge Mode, Ammo Drop (2), Gatling Gun, External Combustion (2), Omni-Cannon, Upgrade Mode.
In Play: Recharge Mode
Trash: External Combustion, Auxiliary Power Source, Omni-Cannon, Maintenance Unit.
Effects: Takes 1 less damage per instance. Cannot play cards or use powers for any reason. Still recovering from daily reveille at 0600 hours, even a decade later.
Discard Vicious Cyclone for CR
Tempest
HP: 12
Hand: Shielding Winds, Chain Lightning, Lightning Slash , Ball Lightning, Otherworldly Resistance, Vicious Cyclone
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence, Lightning Slash
Effects:
--------------------------------------------------------
Start of Turn:
Play a Card: Lightning Slash does 6 damage to Kismet (35)
Use a Power: Squall - Kismet (33) and Talisman (5) take 2 damage each
Draw a Card: Elemental Subwave Inducer
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Shielding Winds, Chain Lightning, Ball Lightning, Otherworldly Resistance, Elemental Subwave Inducer
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence, Lightning Slashx 2, Vicious Cyclone
Effects:
No. I figured we'd get some use out of the Obsidian Field as well.
Discard Singularity to Chrono. Destroy the Focused Plasma Cannon.
Omnitron-X
HP: 17
Hand: Defensive Blast, Gaussian Coil Blaster
In Play: Ablative Coating, Bio-Engineering Beam, Slip Through Time
Trash: Reset, Singularity, Focused Plasma Cannon
------------------------------------------
Start of Turn: destroy Slip Through Time
Play a Card: Gaussian Coil Blaster
Use a Power: Bio-Engineering Beam (River of Lava; 3 Energy to Kismet (30))
Draw a Card: Electro-Deployment Unit
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Defensive Blast, Electro-Deployment Unit
In Play: Ablative Coating, Bio-Engineering Beam, Gaussian Coil Blaster
Trash: Reset, Singularity, Focused Plasma Cannon, Slip Through Time
Effects:
Destroy Jim's Hat for River of Lava.
Thanks for the discards guys. Updated my previous turn with card draws.
I do hope we flip Kismet this turn; otherwise this play won’t be nearly as effective.
Dark Visionary
HP: 11
Hand: Wrest the Mind, Precognition, Suggestion
In play: Twist the Ether (by Kismet), Foresight, Mental Divergence
Trash: Prophetic Vision, Psychic Maelstrom
Additional effects: Kismet’s Ether is Twisted.
[hr]
Start of hero turn:
Play a card: Suggestion. Put Shaky Arm on top of the villain deck and Scattered Mind on the bottom.
Use a power: Mental Divergence. Destroy Glass Jaw.
Draw a card: Decoy Projection
End of hero turn:
[hr]
HP: 11
Hand: Wrest the Mind, Precognition, Decoy Projection
In play: Twist the Ether (by Kismet), Foresight, Mental Divergence
Trash: Prophetic Vision, Psychic Maelstrom, Suggestion
Additional effects: Kismet’s Ether is Twisted.
On one hand you discarded an Omni-Cannon for Chrono-Ranger, but on the other hand you draw 3 cards this turn. (Probably you know this.)
I had in fact forgotten the third card; the Omni-Cannon thing was just a typo, not accounting for it in both my hands. Fixed now, and since my set was actually in the room this time, I drew my cards and edited them in. Will be switching modes next turn; since I'm unjinxed, if we badly need me to blast something, I could do External Combustion, although I would rather wait and try to get Heavy Plating first, and meanwhile put down Ammo Drop.
Chrono-Ranger
HP: 19
Hand: Displaced Armory, Rangers Mark (2), Sudden Contract, By Any Means, Bounty Board
In play: The Ultimate Target (by Kismet), Compounded Bow
Trash: Hunter and Hunted, Sudden Contract, Just Doin' My Job, Kill on Sight, Jim's Hat
Additional effects: +1 damage dealt to Kismet (by Chrono-Ranger); the first time each turn that Kismet deals damage, Chrono-Ranger may use a power
----------------------------------------------------
Start of hero turn:
Play a card: Displaced Armory
Play a card: By Any Means (by Kismet)
Use a power: Compounded Bow deals 4 projectile and 4 infernal damage to Kismet [22]
Draw a card: Displaced Armory
End of hero turn:
----------------------------------------------------
HP: 19
Hand: Rangers Mark (2), Sudden Contract, Bounty Board, Displaced Armory
In play: The Ultimate Target (by Kismet), Jim's Hat, Compounded Bow, By Any Means (Kismet)
Trash: Hunter and Hunted, Sudden Contract, Just Doin' My Job, Kill on Sight, Displaced Armory
Additional effects:
Insula Primalis
In Play: Obsidian Field
Trash: River of Lava x2
--------------------------------------------------------------
Start:
Play: Primordial Plant Life appears.
End: Each hero destroys an ongoing card and takes 3 toxic damage or else takes 5 toxic damage. Then no more plants.
--------------------------------------------------------------
In Play: Obsidian Field
Trash: River of Lava x2, Primordial Plant Life
Effects: Increase all damage dealt by 1.
Round Five
Kismet - Charmed Scoundrel
Kismet: 22
The Talisman (Enchanted Heirloom) - 3
In Play:
Trash: Fortune's Smile, Violent Trickster, Glass Jaw x2
--------------------------------------------------------
Start of Turn: Kismet deals each hero target 1 toxic damage (SHI-BLAMMO).
Play a Card: Shaky Arm enters play, in front of CR.
End of Turn: Imminent Destruction is revealed and shuffled back in.
-------------------------------------------------------
Kismet: 14
The Talisman (Enchanted Heirloom) - 3
In Play: Shaky Arm (CR) - reduce damage dealt by that hero by 1.
Trash: Fortune's Smile, Violent Trickster, Glass Jaw x2
Effects: ST: Flip? If not, deal each hero target 1 psychic damage.
ST: Kismet deals each hero affected by a Jinx card 2 psychic damage.
ET: Reveal the top card of the villain deck. If it is Lucky, put it into play.
Whenever a hero target deals another hero target 4 or more damage, destroy a Jinx card.
Increase damage dealt by Kismet by the number of Jinxes in play.
Kismet's Ether is Twisted.
Hero HP: Bunker - 15, Tempest - 5, OX - 14/16, Visionary - 5/7, CR - 13
Technically I think it should have been Karmic Disjunction which was revealed and shuffled back into Kismet's deck, since we'd seen it with the Talisman. Not that it matters much. For the sake of propriety, I made the decision of whether Bunker sacks Recharge Mode to Primordial Plant Life before scrolling down to look at the villain turn, but it turns out it didn't really matter. The choice is either "lose RM and take 3 damage from PPL, then 1 from Kismet" or "keep RM, take 5 damage reduced to 4 from PPL, then take 1 damage reduced to 0 from Kismet, then destroy RM at start of turn". I originally chose the former, but since they're equivalent, I'll do the latter since it feels more proactive to me.
Ah-CHOOF! Ugh...where'd all these spores come from? Sheesh, this day just gets better and better. Activating oxygen scrubbers.....
Bunker
HP: 15
Hand: Decommissioned Hardware, Recharge Mode, Ammo Drop (2), Gatling Gun, External Combustion (2), Omni-Cannon, Upgrade Mode.
In Play: Recharge Mode
Trash: External Combustion, Auxiliary Power Source, Omni-Cannon, Maintenance Unit.
--------------------------------------------------------
Start of Turn: Drop out of Recharge Mode
Play Cards: Upgrade Mode, Gatling Gun
Use a Power:
Draw a Card: Adhesive Foam Grenade
End of Turn: Discard Ammo Drop to fuel Gatling Gun.
-------------------------------------------------------
HP: 15
Hand: Decommissioned Hardware, Recharge Mode, Ammo Drop, External Combustion (2), Omni-Cannon, Adhesive Foam Grenade
In Play: Upgrade Mode, Gatling Gun
Trash: External Combustion, Auxiliary Power Source, Omni-Cannon, Maintenance Unit, Recharge Mode, Ammo Drop.
Effects: Cannot use powers for any reason. I make a lousy tank with no DR; where the deuce is my Heavy Plating?
The deck was shuffled after we saw Karmic Disjunction.
I’ll destroy Foresight.
"Not so lucky to keep getting struck by lightning over and over...."
Tempest
HP: 5
Hand: Shielding Winds, Chain Lightning, Ball Lightning, Otherworldly Resistance, Elemental Subwave Inducer
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence, Lightning Slashx 2, Vicious Cyclone
Effects:
--------------------------------------------------------
Start of Turn:
Play a Card: Ball Lightning - 6 Lightning Damage to Kismet (8) and destroy Shaky Arm
Use a Power: Squall - Kismet (5) and Talisman (1) take 3 and 2 damage respectively
Draw a Card: Flash Flood
End of Turn:
-------------------------------------------------------
HP: 5
Hand: Shielding Winds, Chain Lightning, Otherworldly Resistance, Elemental Subwave Inducer, Flash Flood
In Play:
Trash: Shileding Winds, Chain Lightning, Aquatic Correspondence, Lightning Slashx 2, Vicious Cyclone, Ball Lightning
Effects:
Not discarding for environment. I'll take the 5 damage.
Chrono-Ranger
Ignore the Plants (3 damage)
Omnitron-X
HP: 14
Hand: Defensive Blast, Gaussian Coil Blaster
In Play: Ablative Coating, Bio-Engineering Beam, Gaussian Coil Blaster
Trash: Reset, Singularity, Focused Plasma Cannon, Slip Through Time
------------------------------------------
Start of Turn: Gaussian Coil Blaster (2 to Kismet [3], 2 to Talisman [Flips])
Play a Card: Electro-Deployment Unit
Use a Power: Bio-Engineering Beam (Obsidian Field; 2 Energy to Kismet [1])
Draw a Card: Temporal Shielding
End of Turn:
-------------------------------------------------------
HP: 14
Hand: Defensive Blast, Temporal Shielding
In Play: Ablative Coating, Bio-Engineering Beam, Gaussian Coil Blaster, Electro-Deployment Unit
Trash: Reset, Singularity, Focused Plasma Cannon, Slip Through Time
Effects:
You should be doing more damage. Gaussian Coil Blaster should do 3 damage to Kismet: 1+ 1 (Obsidian Field) + 1 (By Any Means)
Bio-Engineering Beam would also do 3. So, I think we're done.
Good game, everyone!
Agreed. Thanks for playing everyone. And thanks for running it BlueHairedMeerkat!
I missed the Bounty.
How on earth did Kismet drop from 22 to 14 in the course of her own turn? By my count she should have 7 HP left. Though of course Chrono-Ranger has a turn coming, so she probably won't survive that. Welp, I guess I was kinda irrelevant, oh well.
I never got an answer as to whether I should report the Spite game, but it didn't look like anyone else had, so eventually I went ahead and did it. Shall I do this one too?
Go for it.
Chrono-Ranger hit her with the Compound Bow, for two lots of 1+1+1+1 damage. Perhaps I should have made that explicit, instead of writing SHO-BLAMMO...
Should I set up another?
Chrono-Ranger got to use a power on Kismet’s turn, via The Ultimate Bounty. That triggered when she dealt psychic damage to everyone and, I’m assuming, was denoted by the “shi-blammo”. C-R would have been able to deal at least 8 damage, via Compounded Bow, the two Bounties and Obsidian Fields.
Edit–ninja-ed! And I’d love to jump in on the next round if there’s an opening.
I would definitely encourage you to set up another one right now, so I can immediately sign up for it. 
I'll have another go.