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Time Cataclysm, the Chairman, and my brain

23 posts · 1780 views · started 2014-04-06 21:27 UTC
JI
JimB
2014-04-06 21:27 UTC
#1

I figured out last week (while away from my decks, of course; mutter mutter) that the only way to beat the Chairman is with Legacy making himself immune to a category of damage and then taking the hits for everyone. Eager to test my theory, I randomly rolled up some allies and an environment, and ended up with the Time Cataclysm.

I was doing pretty well, but toward the end of the game–I hadn’t shuffled the villain trash yet, and everyone but the Chairman had HP in the teens–the environment deck played the card Surprise Shopping Trip. If you don’t know it, its text says that whenever a card enters play, each target is dealt one melee damage.

The next card to come out of the villain deck was Prison Break. The trash had not yet been shuffled and all five underbosses were in the deck, so they all came out at once, and then each one brought out a henchman to go with.

Legacy’s Lead From the Front couldn’t protect the heroes, since the damage was being inflicted by an environment card, but that’s not the point. The point is, I wonder when exactly this damage is being inflicted. I…

Ugh, this question is complicated. Never mind, let me tell you what I did and you can tell me what I did wrong.

The first card to come out was the Deputy. I inflicted one point of damage to him, to the Operative, and to the only one of my heroes who had no armor to absorb the melee damage for a card being player. The second card to come out was the Fence, so I inflicted one point of damage to him, to the Deputy, to the Operative, and to my unarmored hero. Each card played took one less damage than the card before it, in short.

Was that how it should have happened, or did Prison Break cause each underboss to come out simultaneously, so that each one would have taken five HP of damage?

What about at the end of the turn, when each underboss brought out a henchman? Do they come into play one at a time, or separately?

Thank you for any answers, and for alleviating the headache I have inflicted upon myself.

AL
Arcanist_Lupus
2014-04-06 21:41 UTC
#2

Nothing in Sentinels happens simultaneously.  I believe you handled this correctly, with one exception.  My understanding is that one shots enter play as well, so everything currently in play (ie your unshielded hero and the Operative) should have taken damage for Prison Break.

 

Since Prison Break doesn't specify an order, you can choose what order the underbosses come into play.  This is important, because end of turn effects trigger in the order the cards came into play.  So the thugs will come into play one at a time in a fixed order determined by the order you chose for the underbosses.  If one underboss dies before they summon their thug, then that thug will not get summoned.

JI
JimB
2014-04-07 19:37 UTC
#3

So when the Hired Gun came out, I could have made him attack Ra first, so Ra’s Flame Barrier (enhanced by a Staff of Ra) would have destroyed him before his attacks could have carried on to the other heroes?

FO
Foote
2014-04-07 19:48 UTC
#4

Yup!

JI
JimB
2014-04-07 23:13 UTC
#5

Wow, that opens itself to a lot of possibilities and even abuses. Like, there’s an environment card in Insula Primalis* that deals two points of damage to every target, and two more to every hero who doesn’t destroy an ongoing card. Could I, just for instance, hit all the villain targets with the damage first, then blow up Unity’s Bee-bot to destroy the environment card before damage affects the heroes?

*EDIT: Oops, I was thinking of Wagner Mars Base. Still, though.

SP
Spiff
2014-04-07 23:14 UTC
#6

That's not abuse, that's standard practice, brother.

MA
Matchstickman
2014-04-07 23:24 UTC
#7

There isn't a card in Insula Primalis that does that exact thing but you could do it with Volcanic Erruption, which is even better at 7 damage to each target!

 

EDIT: And that's what happens when you open a thread and then leave to go cook something, you get Ninja'ed by Spiff!

SI
Silverleaf
2014-04-07 23:46 UTC
#8

Yeah, totally intended.

The standard is the old End of Days + Bee Bot combo.

End of Days takes out all the villain's stuff. Then it destroys Bee Bot. Then Bee Bot destroys End of Days, and the heroes' stuff is left completely unharmed. 

P2
Powerhound_2000
2014-04-08 01:49 UTC
#9

I don't think that works.  End of Days doesn't hit targets it is an encompassing destroy affect. I can see choosing the order but destroying bee bot to me doesn't eliminate the main affect to me.  If that has been discussed elsewhere I apologize, but the wording on End of Days to me would seem to still work. The exception to me being that you took it out before it triggers with the environment turn. 

AL
Arcanist_Lupus
2014-04-08 02:01 UTC
#10

It has been confirmed that when a source of an effect is destroyed, the effect ends, even if it hasn't been completed.  End of Days + Bee Bot meets those requirements.  There are no simulatenous effects in SotM, and this includes effects that damage or destroy everything.

 

Quotes from Spiff's Rules and Clarifications:

​ > destroying a card before it’s finished 

 

when a card is destroyed before it can finish its effect, any remaining effect is 
cancelled. 
 
 
for example, Ra has his “Flame Barrier” out, and a villain target deals 
all hero targets damage. The players decide to target Ra first, and Ra 
immediately retaliates, dealing enough damage to destroy the 
attacker. With the attacking target gone, there is nothing to continue 

dealing damage to the rest of the hero targets

​ > resolve each effect completely before moving on 

 

If a card has multiple effects and the first effect triggers another effect, the 
triggered effect must resolve completely before continuing with subsequent 
effects on the original card. 
 
 
example: Expatriette’s card “RPG Launcher” can remove an Ongoing or 
Environment card, and if it does, then Expatriette may deal some damage. 
If she uses “RPG Launcher” on one of Grand Warlord Voss’ “Forced 
Deployment” cards, then the effects would happen like this: 
“RPG Launcher” destroys “Forced Deployment”. “Forced Deployment” is 
immediately removed from play and placed in the Villain trash, and all of 
the minion cards are immediately put from the Villain trash into play. 
Then, Expatriette may deal her damage, including to any of the minions 
who were just put into play by “Forced Deployment”. 
 

​ > there will be times when it looks like effects in the game should happen 

simultaneously, but that is never the case. effects happen one at a time 
according to an order of events. follow the guideline below when determining 
the proper order of events: 
 
 
a) any cards with a “start of turn” or “end of turn” effect triggers those 
effects in the order the cards were played. 
 
 
for example, when the villain’s end-of-turn phase happens, all of the villain 
cards on the table that have end-of-turn effects will trigger. in this case, you 
would step through the cards in the order they were played, resolving each 
card’s end-of-turn effect and then moving on to the next in line. 
 
 
b) in any other case where two or more effects would trigger simultaneously, 
the effects may be triggered in whatever order the players choose. 
 
 
for example, if a card says to deal damage to all hero targets, the players 

may choose the order in which each instance of damage occurs.

 

Quotes hate proper formating.  Sorry about that.

P2
Powerhound_2000
2014-04-08 02:30 UTC
#11

Thanks for the info

PH
phantaskippy
2014-04-08 13:08 UTC
#12

For End of days to be unstoppable they would word it so:

At the start of the Environment turn destroy this card.

When this card is destroyed destroy all cards in play, other than Relics and Character cards.

That way destroying it would not stop it's effect, and once the destruction process starts it cannot be double destroyed or anything.

ME
Mezike
2014-04-11 14:05 UTC
#13

Wait, there's only one way to beat the Chairman?

CH
Chaosmancer
2014-04-11 17:16 UTC
#14

 

Yes, both the Operative and the chairman cards must hit 0 hp :stuck_out_tongue:

BL
BlueHairedMeerkat
2014-04-11 19:04 UTC
#15

*cough* Wrathful Gaze *cough* Sucker Punch *cough Fling Into Darkness *cough* Pipe Wrench *cough*

AM
Ameena
2014-04-11 19:43 UTC
#16

You forgot Cornered Beast ;).

MA
Matchstickman
2014-04-11 21:24 UTC
#17

That's a pretty bad case of Ass Whuping Cough you have there, especially when it substitutes Pipe Wrenchs for Tire Irons!

CH
Chaosmancer
2014-04-12 05:00 UTC
#18

 

Yea, I know, but that made the joke so much harder to pull off.

JI
JimB
2014-04-14 19:34 UTC
#19

The only other way I’ve ever managed it is to bury mooks (and the Muscle) under Haka’s Savage Mana, and the odds on that one are a lot longer.

SI
Silverleaf
2014-04-14 22:02 UTC
#20

Now I don't have a photographic memory but I've played a lot of Chairman games and don't remember him being earth-shatteringly difficult. Sure, he's hard, and we don't always win, but he's by no means unbeatable. 

CH
Chaosmancer
2014-04-15 03:22 UTC
#21

I have never won against him, and I never remember to play him correctly either. Too easy to get bogged down in the thugs and underbosses, actually... I think I've only ever flipped him once... I have a really bad track record against any Rank 4 villain

FP
Funky_Punk
2014-04-26 14:22 UTC
#22

I've often believed that the best lineup of heroes is all the complexity 1 heroes.  These don't need much set-up to do damage and they can do quite a bit.  And because they don't need much set-up they don't have to worry much about the villian destroying their equipment or ongoings.  To test this theory I pitted the complexity 1 heroes from the base game against a difficulty 4 villian.  I chose to fight The Chairman and I wiped him out.  I think what helped the most was 2 Ground Pounds and 1 heroic interception.

PH
phantaskippy
2014-04-26 17:52 UTC
#23

Those level 1 villains also happen to be some of the most powerful.  Which is cool, because that lets new players have an uncomplicated and powerful character.