Was thinking earlier today that one of the advantages of play by forum is not used that often. Most, if not all, players have copies of the decks and therefore a particular hero can fairly easily be used multiple times in the same game. So, a try-out game for three enterprising heroes.
Heroes: (powerhound_2000 and grysqrl are in - still need a 3rd victim)
Greatest Legacy (Owktree)
Legacy (grysqrl)
Newest Legacy (powerhound_2000)
Villain:
Iron Legacy (Not Advanced)
Environment:
Freedom Tower
Special Rules:
1. Rules regarding "limited" cards and references to a hero character on hero deck cards apply only to that player's deck. For example: more than one Legacy may have Fortitude or Legacy Ring in play at the same time, but each player may only have one per how the rule usually applies.
2. Iron Legacy is limited to a max of six on-going cards in play. Once the limit is reached if a 7th ongoing is revealed for play it is instead discarded and Iron Legacy plays the top card of his villain deck.
Depending on how this works out I figure doing all the Wraiths or all the Bunker variants at once is next. But there are also possibilities like unleashing four Chrono-Rangers at once on some hapless villain. Or multiple Naturalists so that someone can get stomped, croc-ed, and gazelled all in the same round. Or the distress if a unity of Unities get golem-demolished.
I like the idea but man that's a tough matchup with no ongoing destruction
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
I'm game to try though. I don't really have any preference on which Legacy I would use.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Officially, you can only have one limited card out at one time. So, you will either have a very tough time, or have to modify that rule.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
-Robert E. Howard, "The Tower of the Elephant"
True. But it's the obvious first case for the concept since the villain fits the theme.
I've played this game before. It's really tough. The only reasons that we didn't get completely obliterated were:
1-We managed to leave Marsquake out to take out his ongoings.
2-We played cards as limited per player and not per game. So Fortitude only affected the Legacy that played it, but all Legacies could have it in play at once.
I'm up for another go at this. Count me in.
Game (series) rule would be that the hero decks are independent of each other. And that references to the character on the card are implied to only apply to that character. For example: Legacy Ring is "limited" per the normal rule for each player, but each separate Legacy could have it in play. Less of a pain to track that way as well.
The lack of any way for the heroes to get rid of any of Iron Legacy's ongoing cards is going to be a major factor in the proposed match-up.
I'm fine with setup you listed to start with so long as each Legacy can put their own set of Limiteds in play and it applies to that character
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Or you can have a rule like Kismet does with getting rid of Jinxes.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
-Robert E. Howard, "The Tower of the Elephant"
Don't you want to wait for the environment "Legacy's Abs" before doing an all Legacy game?
I'll play the 3rd Legacy. Who has a preference for which one they want to play?
Iron Legacy special limitation rule is that he can only have a max of 6 on-going cards in play. That should be sufficient for a variety of possible combinations for him to end up with from high DR to high offense, or possibly heavy on retaliation and heroes damaging themselves.
I'll take Young Legacy as I've never played that version. Probably best if YL is last in turn order too. I'll pull a starting hand when I get home.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Doesn't matter to me. I'll take whichever.
Starting Hand : Bolster Allies, Surge of Strength, Inspiring Presense, Danger Sense
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
I'll keep them in oldest -> youngest order and keep Greatest Legacy. That way I can do Environment, Iron Legacy, and Greatest Legacy turns in sequence and keep the game flowing.
Will get things started right after dinner.
Very long dinner Oaktree?
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Guilty as charged!
Should have plead the fifth (Legacy).
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
-Robert E. Howard, "The Tower of the Elephant"
Here goes -- and I think It's gonna go quick.
IRON LEGACY - ROUND 1
Iron Legacy (32) [Ironclad Tyrant] (Dam: +1; DR: -1)
Setup: Each hero takes 1 toxic damage as Final Evolution enters play.
Start of Turn:
Iron Legacy does not flip.
Iron Legacy receives some unapplicable healing.
Play: Vigilance (ongoing) [4th ongoing with limit of 6]
End of Turn:
Iron Legacy deals each hero 4 melee damage Greatest [25], Finest [27], Newest [25]
Each hero deals themselves 1 toxic damage Greatest [24], Finest [26], Newest [24]
========================
Effects:
- Iron Legacy is immune to environment damage (Iron Legacy - Ironclad Tyrant)
- Whenever a hero uses a power, Iron Legacy regains 2 HP (Final Evolution)
- Reduce damage dealt to Iron Legacy by 1 (Armored Fortitude)
- Increase damage dealt by Iron Legacy by 1 (Demoralizing Presence)
- The first time a player plays a hero card each turn, Iron Legacy deals that player's hero 2 projectile damage (Vigilance)
(Start of Turn)
- If Iron Legacy has 20 or fewer HP flip Iron Legacy's character cards (Iron Legacy - Ironclad Tyrant)
- Iron Legacy regains 3 HP (Armored Fortitude)
(End of Turn)
- Iron Legacy deals each hero target 3 melee damage (Iron Legacy - Iron Tyrant)
- Each hero target deals themselves 1 Psychic damage (Demoralizing Presence)
==========
Iron Legacy (32)
==========
Greatest Legacy - 24
Finest Legacy - 26
Newest Legacy - 24
===========
(none)
Comment: Iron Legacy has the heroes in a bind and has made things even more of an uphill battle. Play a card - he hits them for damage. Use a power and he heals. A ongoing causing self-damage and thus turning Galvanize and Inspiring Presence against the heroes. And the 4th ongoing is healing and DR.
GREATEST LEGACY - 24 HP
In Play: (none)
Hand: Motivational Charge (x2), Inspiring Presence, Heroic Interception
Start: (none)
Play: Inspiring Presence - each hero regains 1 HP; Finest [27], Newest [25]; Iron Legacy hits Greatest for 3 projectile [22]
Power: Gung-ho - Newest Legacy regains 1 HP [26] and does Atomic Gaze on Iron Legacy for (4-1) energy damage [29].
Draw: "THOKK!"
End: (none)
======
Effects:
Increase damage dealt by hero targets by 1 (Inspired Presence)
HP: 22
In Play: Inspiring Presence
Hand: Motivational Charge (x2), Heroic Interception, "THOKK!"
Trash: (none)
I only have one power so I use Atomic Glare for net 3 energy damage [29].
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Don't forget that Iron Legacy heals after you use Gung Ho and Atomic Glare, so he'll be at full HP after Greatest Legacy's turn.
Finest Legacy
HP: 27
Hand: Back-Fist Strike, Danger Sense, Next Evolution, Superhuman Durability
Play:
Trash:
Effects:
--------------------------------------------------------------------
Start:
Play: Danger Sense; Iron Legacy deals 3 projectile damage to Finest Legacy [24]
Power: Galvanize; Iron Legacy heals 2 [32]
Draw: Take Down
End:
--------------------------------------------------------------------
HP: 24
Hand: Back-Fist Strike, Next Evolution, Superhuman Durability, Take Down
Play: Danger Sense
Trash:
Effects: Immune to Environment damage
He was at full health before Gung Ho and Atomic Glare went off. So on your turn after Galvinizing he'll only be down one HP
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Don't forget, he heals after every power use, not just the first.
-Gung Ho
--Heal YL 1
--Atomic Glare
---Deal 3 damage to Iron Legacy
--Iron Legacy heals 2 (from Atomic Glare)
-Iron Legacy heals 2 (from Gung Ho)
So, Iron Legacy is at full hit points after all of that.
He heals when the power is triggered. So he was at full initially and couldn't heal. Then he is dealt the damage. That's how I read it.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
A power resolves fully, then activates triggers based on using powers
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
-Robert E. Howard, "The Tower of the Elephant"
Doesn't the effect of IL happen on using the power, not resolution?
GL uses a power, which heals IL 2 (he's already at full)
GL chooses YL to use a power
YL uses a power, Which heals IL2 (he's still already at full)
YL chooses to targets IL and hits him for net 3.
Or am I completely wrong?
EDIT: Curses! Ninja'ed and pointed out I am wrong, how horrible.
Stop lurking, it makes you look like a villain target
When you do things right, people won’t be sure you’ve done anything at all
Temporary image until an H emoticon is added!
My question though is do I play an Inspiring Presense? It'll make Demoralizing Presence hurt for one more on ILs turn.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
It's based on the Bio-Eng Toxic Seaweed ruling. You can use Bio-Eng to destroy Toxic Seaweed and not take any damage, because Toxic Seaweed only triggers after the power resolves.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
-Robert E. Howard, "The Tower of the Elephant"
Well I guess I'll just bring more pain on
America's Newest Legacy
HP: 26
Hand: Bolster Allies, Surge of Strength, Inspiring Presense, Danger Sense
--------------------------------------------------------------------------
Start
Play: Inspiring Presense each hero gains 1 HP GL[23], FL[25], and myself [27]. I take 3 damage from IL [24]
Power: Atomic Glare - I deal net 5 energy damage [27] and IL heals for 2 [29]
Draw: Fortitude
End
--------------------------------------------------------------------------
HP: 24
Hand: Bolster Allies, Surge of Strength, Danger Sense
In Play: Inspiring Presense
Trash:
Effects: Increase damage by heroes by 1
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Which is sort of the opposite of the Informant ruling - where the Informant triggers a card play before the hero's card play can potentially destroy her.
Though the latter mainly discussed card play as a trigger rather than power use as a trigger.
- Given that I'd probably have been better off using Gung-ho on Finest Legacy to get a Galvanize maybe.
Galvanize would have been worthless, since it would have worn off on my turn.