HP at the start of round 2 (after The Chairman's turn): Tachyon - 27, Legacy - 27, Haka - 26, Nightmist - 24, Visionary - 24
Nightmist regains a hit point, deals herself 3 damage, is now at 22.
Haka goes on a Rampage; Tachyon, Legacy and Haka each take 4 damage from the Operative, and all heroes take 3 damage from Haka (though Haka and Legacy have DR). Tachyon - 20, Legacy - 22, Haka - 21, Nightmist - 19, Visionary - 21.
Nightmist deals herself 4 damage [EDIT: after regaining 3hp], and on her turn the Operative deals Legacy net 2 damage, leaving the pair on 18 and 20.
For the second Enlighten (thanks!), I draw Lightspeed Barrage and Research Grant, and discard Accelerated Assault. For the environment turn start, I will discard a Nimble Strike.
Nightmist discards Mist Form and Call Forth so she doesn't die.
I could Oblivion, if that's amenable to everyone. I'd much prefer to get out my Amulet of the Elder Gods, but that's a selfish decision, especially when I can deal a ton of damage...
Tachyon, if you could throw Hypersonic Assault this round, that'd be fantastic.
I'll discard Blinding Speed for Impending Casualty, if I may.
The Crooked Cops are still protecting the Bosses, aren't they? Would a Hypersonic Assault really help? I would think my card play has to be a Sonic Vortex, so that we only get one extra card play. I'm up to 7 Burst Cards, so I can hit almost everyone.
We need to destroy an Ongoing or Equipment before I take my turn.
I'll discard Blinding Speed for Impending Casualty, if I may.The Crooked Cops are still protecting the Bosses, aren't they? Would a Hypersonic Assault really help? I would think my card play has to be a Sonic Vortex, so that we only get one extra card play. I'm up to 7 Burst Cards, so I can hit almost everyone.We need to destroy an Ongoing or Equipment before I take my turn.
Shoot, that's very true.
I'll toss a card for Impending Casualty as well: Elder Ring [1]
At the Environment EoT, Impending Casualty only requires a single discard. At the Environment SoT, it requires a destruction from each player to avoid 3 Psychic damage.
If that's the case, then, one person's discard could have destroyed it during this past environment turn. I'd really like to hang onto as many cards as possible, if that's okay...
Ok! I'll have to play my full turn later, but I'll play Sonic Vortex. I will hit the Informer. I will wait to declare further targets until I see the resulting villain card.
(And I welcome input. Who will be hitting what later this round? )
That sounds like a great plan to me. A round with no incoming damage means I can hold off on the Amulet of the Elder Gods for a round and clear the board with Oblivion.
Nightmist can always use more cards (and hp, for that matter), but if someone else has a better Power use, they're welcome to it. I feel like I've been bogarting the Gung-Ho for this game!
I don't need more cards right now - I've got some discards for Ground Pound and only one power to use. If I ever manage to get Taiaha out, I can totally use it to smash some faces.
OK, if Legacy drops Inspiring Presence and Nightmist does Oblivion, I should be sure to hit the Crooked Cops with my Sonic Vortex so that they will be killed on the first round of damage (and stop protecting the bosses). The Broker also needs to die, but that will happen with very high probability; I can make that certain with one point of damage.
This is all dependent on what card gets played, of course. A Prison Break would be ideal.
Play a card:Sonic Vortex. Informant calls in the tip, and The Chairman kills an innocent (Impending Casualty) and calls in Paparazzi on the Scene to get in our way. Deal 3 energy damage to Informant (DEAD), Crooked Cop #1 (2), Crooked Cop #2 (2), Enforcers #1 (3), Enforcers #2 (3), Targetting Innocents (2), and 3-2 energy damage to The Muscle (7).
Use a power: Fight with the photographers instead.
The lack of Power use interferes oddly little with our plan. All the minor targets will be cleared by the Oblivion with the possible exception of The Muscle. A Ground Pound prevents us taking damage from the environment as well, right? Then the out of turn play of Impending Casualty will not hurt so much. On the environment turn, we each need to discard 1 card for the Paparazzi, and I will discard an extra for the Casualty.
How are we doing for the villain deck? We're now at the stage that a Prison Break would be really very painful.
I want a recount of my HP. I've got Fortitude in play.
Here's my HP calculations: (Not good news)
Tachyon: 17
Legacy: 19
Haka: 18
Nightmist: 12
Visionary: 16
Yeah. That was about where I had myself figured at.
America's Greatest Legacy
HP: 19
Hand: Bolster Allies, Surge of Strength, Fortitude, “Thokk!”, Flying Smash
In play:
Trash: Bolster Allies
Start of hero turn:
Play a card: Pass
Use a power: Pass
Draw a card: Motivational Charge, Next Evolution
End of hero turn:
HP: 19
Hand: Surge of Strength, “Thokk!”, The Legacy Ring, Flying Smash, Inspiring Presence, Motivational Charge, Next Evolution
In play: Fortitude
Trash: Bolster Allies
Additional effects:
Damage to Legacy is reduced by 1
The Eternal Haka
HP: 18
Hand: Mere (2), Taiaha, Enduring Intercession, Ground Pound, Vitality Surge, Elbow Smash, Dominion (2), Haka of Battle
Play: Ta Moko
Trash: Haka of Restoration (2), Rampage
Effects: Damage dealt to Haka is reduced by 1
Start:
Play: Whack-a-Hostage
Power: Haka of Knowledge - draw Haka of Battle; discard it and draw Rampage and Vitality Surge
Draw: Vitality Surge
End: Skee-ball
HP: 18
Hand: Mere (2), Taiaha, Elbow Smash, Haka of Battle, Rampage, Vitality Surge (3), Dominion (2), Enduring Intercession, Ground Pound
Play: Ta Moko
Trash: Haka of Restoration (2), Rampage, haka of Battle
Effects: Damage dealt to Haka is reduced by 1
When we get to the environment turn, Haka will discard Enduring Intercession to kill the Hostage Situation.
Tachyon will discard Accelerated Assault.
Legacy will discard Flying Smash.
HP at the start of round 2 (after The Chairman's turn): Tachyon - 27, Legacy - 27, Haka - 26, Nightmist - 24, Visionary - 24
Nightmist regains a hit point, deals herself 3 damage, is now at 22.
Haka goes on a Rampage; Tachyon, Legacy and Haka each take 4 damage from the Operative, and all heroes take 3 damage from Haka (though Haka and Legacy have DR). Tachyon - 20, Legacy - 22, Haka - 21, Nightmist - 19, Visionary - 21.
Nightmist deals herself 4 damage [EDIT: after regaining 3hp], and on her turn the Operative deals Legacy net 2 damage, leaving the pair on 18 and 20.
Targetting Innocents happens - Tachyon - 16, Legacy - 17, Haka - 18, Nightmist - 14, Visionary - 17. I'm going with these.
“You gotta have blue hair."
-Reckless
I'll discard a mind spike.
Nightmist will toss the Scouring Mists [3] for Targeting Innocents.
Did no one hit the Impending Casualty at all this round? Those stacks of 4 damage are going to suck if we don't get rid of that soon.
Nightmist
HP: 14
Hand: Heedless Lash [2], Scouring Mists [4], Tome of Elder Magic[4], Enlightenment [3]; Elder Ring [1]; Oblivion [2]; Mist-Fueled Recovery [4]; Planar Banishment [1]; Call Forth [2]
Play: Master of Magic [3]; Tome of Elder Magic [3]
Trash: Heedless Lash [3]; Enlightenment [2]
Effects:
-----------------------------------------------------------------
Start:
Play: No can-dos-ville, babydoll.
Power: Tome of Elder Magic: I reveal Scouring Mists [3] and put it into my hand.
Draw: Mist Form [2]
End:
-----------------------------------------------------------------
HP: 14
Hand: Heedless Lash [2]; Scouring Mists [4]; Tome of Elder Magic [4]; Enlightenment (x2) [3, 2]; Elder Ring [1]; Oblivion [2]; Mist-Fueled Recovery [4]; Planar Banishment [1]; Call Forth [2]; Mist Form [2]
Play: Master of Magic [3]; Tome of Elder Magic [3]
Trash: Heedless Lash [3]; Enlightenment [2]; Scouring Mists [3] (enters Trash on the Environment turn)
Effects: Whenever Nightmist plays a Spell card, she regains hp equal to that card's * value.
Nope, no one could do any damage with the Hostage Situation.
VISIONARY
HP: 17
In Play: Twist the Ether(Nightmist)
In Hand: Decoy Projection, Demoralization, Mind Spike(2), Psychic Maelstrom, Wrest the Mind
Trash: Suggestion
-------------------------
Start of Turn:
Play a Card:
Use a Power: Enlighten Tachyon
Draw a Card: Precognition
End of Turn:
-------------------------
HP: 17
In Play: Twist the Ether (Nightmist)
In Hand: Decoy Projection, Demoralization, Mind Spike(2), Psychic Maelstrom, Wrest the Mind
Trash: Suggestion, Telekinetic Cocoon
I don't know if Tachyon did the last Enlighten, doesn't seem she did, if not she has two to resolve now.
She did. Comment #50.
Oh cool, I felt underutilized there for a moment. Glad to see I was wrong.
Oh, and do we want to WtM Enforcers? They do some good damage, I could get 2 rounds out of them if we don't kill them this round.
WtM on Enforcers sounds like a decent plan. It gives me a couple of rounds to set up some more before I hit another Rampage.
For the second Enlighten (thanks!), I draw Lightspeed Barrage and Research Grant, and discard Accelerated Assault. For the environment turn start, I will discard a Nimble Strike.
Megalopolis
In Play: Targeting Innocents - 5
Hostage Situation
Trash:
--------------------------------------------------------
Start of Turn: Targeting Innocents deals each hero target 4 fire damage.
Each player discards a card to dispose of the Hostage Situation.
Play a Card: Impending Casualty enters play.
End of Turn: One player may discard a card to get rid of Impending Casualty.
-------------------------------------------------------
In Play: Targeting Innocents - 5
Trash: Hostage Situation, Impending Casualty
Effects: ST: Targeting Innocents deals each hero target 4 fire damage, then pulls Impending Casualty from the trash.
“You gotta have blue hair."
-Reckless
I'll discard demoralization unless Tachyon has a burst card she is dying to trash.
Round Four
The Chairman - Master of the Underworld (35)
The Operative - Assassin (45)
In Play: The Deputy - 4
Crooked Cop - 5
The Muscle - 8
Enforcers - 6
Trash: Thief x2, Informant x2, Enforcer x2, Crooked Cop, Perfect Human Specimens, The Contract
--------------------------------------------------------
Start of Turn: The Muscle deals each hero target 2 melee damage.
Play a Card: The Broker enters play.
End of Turn: The Operative summons The Fence.
The Deputy summons a Crooked Cop.
The Muscle summons an Enforcer.
Nightmist discards two cards or dies.
The Broker summpns an Informant.
The Fence summons a Thief.
One ongoing or equipment card is destroyed.
-------------------------------------------------------
The Chairman - 35
The Operative - 45
In Play: The Deputy - 4
Crooked Cop - 5
The Muscle - 8
Enforcers - 6
The Broker - 5
The Fence - 6
Crooked Cop - 5
Enforcers - 6
Informant - 2
Thief - 3
Trash: Thief, Informant, Hired Gun, Perfect Human Specimens, The Contract
Effects: ST: All Crooked Cops regain 3HP.
ST: The Muscle deals each hero target 2 melee damage.
ST: Play the top card of the villain deck.
ET: Reveal cards from deck until Underboss revealed. Put it into play.
ET: Move a Crooked Cop from the trash into play.
ET: Move an Enforcer from the trash into play.
ET: Move an Informant from the trash into play.
ET: Move a Thief from the trash into play.
ET: Enforcer deals the hero target with the lowest HP 5 melee damage unless they discard a card. (x2)
Destroy a hero ongoing or equipment card.
The Chairman is immune to environment damage.
Increase damage dealt by Thugs by 5.
The first time the Chairman is dealt damage each turn, he deals 5 melee damage to the source of that damage.
The heroes cannot win the game.
Whenever a villain card is destroyed, The Operative deals the highest-HP hero 3 melee damage.
Reduce damage to the Chairman and the Operative by 3. Reduce damage to Underbosses by 2.
Whenever a hero card is destroyed, both the Chairman and the Operative regain 3HP.
Whenever a hero card is played, play the top card of the villain deck.
Hero HP: Tachyon - 10, Legacy - 13, Haka - 14, Nightmist - 8, Visionary - 11
“You gotta have blue hair."
-Reckless
OK, so this turn we need to kill everything, except us.
Let's get to it!
Nightmist discards Mist Form and Call Forth so she doesn't die.
I could Oblivion, if that's amenable to everyone. I'd much prefer to get out my Amulet of the Elder Gods, but that's a selfish decision, especially when I can deal a ton of damage...
Tachyon, if you could throw Hypersonic Assault this round, that'd be fantastic.
I'll discard Blinding Speed for Impending Casualty, if I may.
The Crooked Cops are still protecting the Bosses, aren't they? Would a Hypersonic Assault really help? I would think my card play has to be a Sonic Vortex, so that we only get one extra card play. I'm up to 7 Burst Cards, so I can hit almost everyone.
We need to destroy an Ongoing or Equipment before I take my turn.
Destroy Fortitude.
Shoot, that's very true.
I'll toss a card for Impending Casualty as well: Elder Ring [1]
At the Environment EoT, Impending Casualty only requires a single discard. At the Environment SoT, it requires a destruction from each player to avoid 3 Psychic damage.
If that's the case, then, one person's discard could have destroyed it during this past environment turn. I'd really like to hang onto as many cards as possible, if that's okay...
It just came into play. That's what Tachyon discarded her Blinding Speed for in post #73.
I destroyed Fortitude for the Thief.
*hangs head* I fail at this. Thanks for explaining. Carry on!
Ok! I'll have to play my full turn later, but I'll play Sonic Vortex. I will hit the Informer. I will wait to declare further targets until I see the resulting villain card.
(And I welcome input. Who will be hitting what later this round? )
On my turn, I think the best thing might be for me to Ground Pound and then Nightmist can Oblivion without any retaliation damage. Thoughts?
That sounds like a great plan to me. A round with no incoming damage means I can hold off on the Amulet of the Elder Gods for a round and clear the board with Oblivion.
I was going to drop Inspiring Presence this round. Who wants the ol' Gung-Ho?
Nightmist can always use more cards (and hp, for that matter), but if someone else has a better Power use, they're welcome to it. I feel like I've been bogarting the Gung-Ho for this game!
You got it once. Haka got it once.
I don't need more cards right now - I've got some discards for Ground Pound and only one power to use. If I ever manage to get Taiaha out, I can totally use it to smash some faces.
I can give Tachyon or Legs cards if you timeshift me.
I don't need cards. I need multiple play options.
OK, if Legacy drops Inspiring Presence and Nightmist does Oblivion, I should be sure to hit the Crooked Cops with my Sonic Vortex so that they will be killed on the first round of damage (and stop protecting the bosses). The Broker also needs to die, but that will happen with very high probability; I can make that certain with one point of damage.
This is all dependent on what card gets played, of course. A Prison Break would be ideal.
"Rook City is Mine!" - Impending Casualty and Paparazzi on the Scene enter play.
“You gotta have blue hair."
-Reckless
Tachyon
The Quickest woman on Earth!
HP: 10
Hand: Hypersonic Assault, Blinding Speed, Accelerated Assault, HUD Goggles, Sonic Vortex, Lightspeed Barrage, Research Grant
In play:
Trash: Lightning Reflexes, Sucker Punch (B) (x2), Synaptic Interruption (B) (x2), Accelerated Assault (B), Nimble Strike (B), Blinding Speed (B) (7 burst)
Start of hero turn:
Play a card: Sonic Vortex. Informant calls in the tip, and The Chairman kills an innocent (Impending Casualty) and calls in Paparazzi on the Scene to get in our way. Deal 3 energy damage to Informant (DEAD), Crooked Cop #1 (2), Crooked Cop #2 (2), Enforcers #1 (3), Enforcers #2 (3), Targetting Innocents (2), and 3-2 energy damage to The Muscle (7).
Use a power: Fight with the photographers instead.
Draw a card: Nimble Strike
End of hero turn:
HP: 10
Hand: Hypersonic Assault, Blinding Speed, Accelerated Assault, HUD Goggles, Lightspeed Barrage, Research Grant, Nimble Strike
In play:
Trash: Lightning Reflexes, Sucker Punch (B) (x2), Synaptic Interruption (B) (x2), Accelerated Assault (B), Nimble Strike (B), Blinding Speed (B), Sonic Vortex (7 burst)
Additional effects:
The lack of Power use interferes oddly little with our plan. All the minor targets will be cleared by the Oblivion with the possible exception of The Muscle. A Ground Pound prevents us taking damage from the environment as well, right? Then the out of turn play of Impending Casualty will not hurt so much. On the environment turn, we each need to discard 1 card for the Paparazzi, and I will discard an extra for the Casualty.
How are we doing for the villain deck? We're now at the stage that a Prison Break would be really very painful.
I got the villain deck. Precognition in hand.
Great. Then next turn I'll lay down the Hypersonic Assault, if all goes well.
America's Greatest Legacy
HP: 13
Hand: Bolster Allies, Surge of Strength, Fortitude, “Thokk!”, Flying Smash, Inspiriting Presence, Motivational Charge, Next Evolution
In play:
Trash: Bolster Allies, Flying Smash, Fortitude
Start of hero turn:
Play a card: Inspiring Presence
Use a power: Pass
Draw a card: Bolster Allies
End of hero turn:
HP: 14
Hand: Surge of Strength, “Thokk!”, The Legacy Ring, Flying Smash, Inspiring Presence, Motivational Charge, Next Evolution
In play: Fortitude
Trash: Bolster Allies, Flying Smash, Fortitude
Additional effects:
All hero targets regain 1 HP
All hero damage dealt is increased by 1
The Eternal Haka
HP: 13 [edited to include Operative's retaliation damage on Tachyon's turn]
Hand: Mere (2), Taiaha, Elbow Smash, Haka of Battle, Rampage, Vitality Surge (3), Dominion (2), Ground Pound
Play: Ta Moko
Trash: Haka of Restoration (2), Rampage, Haka of Battle, Enduring Intercession
Effects: Damage dealt to Haka is reduced by 1
Start:
Play: Ground Pound; discard 2x Vitality Surge
Power: Whack-a-Photographer
Draw: Savage Mana
End: Skee-ball
HP: 13
Hand: Mere (2), Taiaha, Elbow Smash, Haka of Battle, Rampage, Vitality Surge, Dominion (2), Enduring Intercession, Ground Pound, Savage Mana
Play: Ta Moko, Ground Pound
Trash: Haka of Restoration (2), Rampage, Haka of Battle, Vitality Surge (2)
Effects: Damage dealt to Haka is reduced by 1; non-hero cards cannot deal damage
(Wow, that's a lot of targets. Let me know if I missed anything!)
Nightmist
HP: 9
Hand: Heedless Lash [2], Scouring Mists [4], Tome of Elder Magic[4], Enlightenment [3]; Elder Ring [1]; Oblivion [2]; Mist-Fueled Recovery [4]; Planar Banishment [1];
Play: Master of Magic [3]; Tome of Elder Magic [3]
Trash: Heedless Lash [3]; Enlightenment [2]; Scouring Mists [3]; Call Forth [2]; Mist Form [2]
Effects:
-----------------------------------------------------------------
Start:
Play: Oblivion [2]: Nightmist regains 2 hp [11] and reveals Planar Banishment [3] and Oblivion [1]. Damage occurs as follows:
Net 5 Infernal damage (3 + Twist the Ether + Inspiring Prescence) to
Crooked Cop 1 [dead]
Crooked Cop 2 [dead]
Enforcers 1 [dead]
Enforcers 2 [dead]
Targeting Innocents [dead]
The Muscle [2]
Thief [dead]
The Broker [dead]
The Fence [1]
The Deputy [dead]
The Chairman [30]
The Operative [40].
Then, Nightmist deals net 3 infernal damage (1 + Twist the Ether + Inspiring Prescence) to the following:
The Muscle [dead]
The Fence [dead]
The Chairman [27]
The Operative [37]
...and net 1 infernal damage to all hero targets (1 + Inspiring Prescence - Twist the Ether)
Nightmist [10], Haka [15--takes no damage, due to Ta Moko]; Legacy [13]; Tachyon [10]; Visionary [11]
Power: No-can-dos-ville, babydoll...
Draw: Heedless Lash [1]
End:
-----------------------------------------------------------------
HP: 10
Hand: Heedless Lash (x2) [2, 1]; Scouring Mists [4]; Tome of Elder Magic [4]; Enlightenment (x2) [3, 2]; Elder Ring [1]; Oblivion [2]; Mist-Fueled Recovery [4]; Planar Banishment [1];
Play: Master of Magic [3]; Tome of Elder Magic [3]
Trash: Heedless Lash [3]; Enlightenment [2]; Scouring Mists [3]; Oblivion (x2) [3, 1]; Planar Banishment [3]; Call Forth [2]; Mist Form [2]
Effects: Whenever Nightmist plays a Spell card, she regains hp equal to that card's * value.
Whew! I had forgotten about TtE in my own calculations; most of my damage was irrelevant.
I think I forgot about The Operative's retaliation damage on my turn: she dealt 3 melee damage to Legacy, I believe.
Would go to Haka, being the highest HP.
So at the start of the Environment turn we all need to discard a card and then end of Environment turn someone discard for Casualty.
VISIONARY
HP: 17
In Play: Twist the Ether(Nightmist)
In Hand: Decoy Projection, Demoralization, Mind Spike(2), Precognition, Psychic Maelstrom, Wrest the Mind
Trash: Telikinetik Cocoon, Suggestion
-------------------------
Start of Turn:
Play a Card: Precognition!
Use a Power: Enlighten the press.
Draw a Card: Brain Burn
End of Turn:
-------------------------
HP: 17
In Play: Twist the Ether (Nightmist)
In Hand: Brain Burn, Decoy Projection, Demoralization, Mind Spike(2), Psychic Maelstrom, Wrest the Mind
Trash: Suggestion, Telekinetic Cocoon, Precognition.
If I can get my decoy out next turn I can brain burn after that.
Effects:
Top 3 cards of the villain deck, Would prefer to see both prison breaks and an undivided attention.
I'll discard the Ring.
I'll be taking the 3 Psychic hit. Not pitching Presence.
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