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Author Topic: Sentinels of the Multiverse: Heroes Save the Mars Base!  (Read 23929 times)

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theorel

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Sentinels of the Multiverse: Heroes Save the Mars Base!
« on: May 08, 2014, 10:18:32 pm »

Links Condensed:
Game 1
Rules

Player Order:
1. ADK (Argent Adept)
2. theorel (Tempest)
3. XP (Fanatic)
4. DSell (Mister Fixer)

Heroes Sheet
Villain Spreadsheet
Environment Spreadsheet

Sentinels of the Multiverse
Quote from: BoardGameGeek
A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!

Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments.

Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which "play themselves", requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.


So, this game has been mentioned a couple times around here...some suggestions of having a PbF of the game have come up, and no one else has run it, so here it is.

Rules

So, as a card-based game where each player has their own deck/hand...things can get moderator-heavy.  In particular, the trickiest item is always drawing cards on your turn.  Well, I've made some spreadsheets for each hero from the base game.  (also 2 villains and 1 environment so far, but I can get the rest done fairly quickly)  On that spreadsheet is a list of the cards in your deck, numbered with a die roll at the top.  When you need to draw a card, you roll a die here and draw the indicated card.  You'll have to reroll duplicates.  But then when I update your hand/discard/play area, the deck will automatically recompute the die to roll and adjust the cards accordingly.  So, hopefully it will be simple and quick to roll for your cards.

Heroes Sheet

I'll use the same randomization process for the villain/environment.
Villain Spreadsheet
Environment Spreadsheet

Because of that, it would be possible for me to play, if we need players to pad it out.  But I'm guessing it won't actually be an issue.

Note: I only have the data for the base game.  If anyone wants to play with expansions, and can find the data somewhere (spreadsheet or otherwise), I'll be happy to make sheets for it.
Second Note: the data I had was pre-errata...I've tried to incorporate all the "enhanced edition" errata, let me know if you notice anything I missed.
Final Note: I don't actually own the game and have never played it before.  But I've been very interested in seeing how it plays, so I'm moderating towards that purpose.  Nonetheless there will probably be some minor rules hiccups, as there always is when I run something I've not played before.

Sign-Ups
1. XP (Fanatic)
2. ADK (Argent Adept)
3.DSell (Mister Fixer)
4. theorel (Tempest)

Let me know if you want to randomize heroes/villain/environment or choose your own.  Also what level you want to play at. (i.e. Advanced or not?  Do you want to randomize but exclude certain options? etc)
« Last Edit: May 29, 2014, 07:31:46 am by theorel »
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XerxesPraelor

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Re: Sentinels of the Multiverse: Sign-ups
« Reply #1 on: May 09, 2014, 12:55:20 pm »

I'll play if you need me. I haven't played before, but it looks pretty fun.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #2 on: May 09, 2014, 01:03:09 pm »

This game is really cool.  I'm in too many games to join right now, though :(

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Re: Sentinels of the Multiverse: Sign-ups
« Reply #3 on: May 09, 2014, 09:12:27 pm »

/in

I'm fine with a random hero. I've only ever played this game with the super-hard villains from the expansion, so I'm cool with whatever you pick for the villain too.

EDIT: On second maybe I'd prefer a more difficult villain over an easier one. Like maybe if you pick a level 1 villain then we play on advanced or something.
« Last Edit: May 09, 2014, 09:15:14 pm by A Drowned Kernel »
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chairs

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Re: Sentinels of the Multiverse: Sign-ups
« Reply #4 on: May 09, 2014, 09:23:32 pm »

imho the worst villain is the secretary.

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Re: Sentinels of the Multiverse: Sign-ups
« Reply #5 on: May 09, 2014, 09:26:27 pm »

worst as in hardest or easiest?
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theorel

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Re: Sentinels of the Multiverse: Sign-ups
« Reply #6 on: May 09, 2014, 10:02:09 pm »

@ADK: sounds reasonable.  Probably given the inherent deck-tracking bonuses we get through PbF we'll want to do something with at least some moderate difficulty.  If we end up with a bunch of seasoned players wanting to try it PbF, then we'd probably want something more difficult even.

My thought is to make a list of options for Villain/environment and randomize among them.

For heroes, if someone has a hero they want to play, or a set of heroes they want to play, they can pick one themselves (including randomly).  If they have no preference, I'm just going to randomly assign heroes.  Probably avoiding level 3+ heroes for anyone new to the game?
Does this sound reasonable to the experienced players?


As an additional note: I've got all base game info entered now.  I've found some expansion info and will be getting it in there too, including:
Heroes: Mr. Fixer, Expatriette, Nightmist, and Argent Adept.
Villains: Plague Rats, Chairman, and Matriarch.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #7 on: May 09, 2014, 10:11:37 pm »

Oh if Argent Adept is available I want to be him.

Also from my experience: the Chairman and the Matriarch are both listed as level 4 but the Matriarch is much, much harder. Not saying that we shouldn't potentially fight her but she's seriously an evil bitch.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #8 on: May 10, 2014, 08:27:21 am »

worst as in hardest or easiest?

Hardest.

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Re: Sentinels of the Multiverse: Sign-ups
« Reply #9 on: May 12, 2014, 03:19:52 pm »

Okay, all hero and villain and environment info I have is in place.

If there's no more interest here, we could do ADK, XP, and me.  XP has said he's never played before.  So, that would be 2 newbs and ADK, so we should probably take on something relatively easy?  Maybe one of the level 1 villains on advanced mode would be good?  I'm open to suggestions.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #10 on: May 12, 2014, 03:23:20 pm »

I should point out that I have only played this game twice so I'm not exactly an expert or anything. But yeah, either Level 1 on advanced or Level 2 sounds good to me.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #11 on: May 12, 2014, 03:36:08 pm »

Okay, if I hear nothing before tomorrow, I'll randomize a villain from among: Plague Rats (Normal), Baron Blade (Advanced), and Omnitron (Advanced).

I'm thinking I'll randomize my hero selection from among the complexity 1 and 2 heroes.
@XP: do you have a preference for hero, or for complexity?
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #12 on: May 12, 2014, 04:20:11 pm »

How hard is this game to learn? I've been wanting to learn it for a while but if it's something that's better to learn in person, I won't play since it's cooperative.

For reference, my first games of forum terra mystica and Agricola were (are) kind of a mess in terms of strategy, but I'm also used to reading and teaching the rules for games in person all the time.
« Last Edit: May 12, 2014, 04:23:26 pm by Dsell »
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #13 on: May 12, 2014, 04:37:21 pm »

How hard is this game to learn? I've been wanting to learn it for a while but if it's something that's better to learn in person, I won't play since it's cooperative.

For reference, my first games of forum terra mystica and Agricola were (are) kind of a mess in terms of strategy, but I'm also used to reading and teaching the rules for games in person all the time.
Speaking as someone who hasn't played.  The rules are pretty simple...the complexity comes up in card interaction.

I would think that it will be easier to play this way than in person, because you have full information of the cards in your deck/discard at all times.  This does seem like it might be a good time to try to learn it though, given that you'll be playing with other new players.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #14 on: May 12, 2014, 05:19:38 pm »

Ok, then I'll go ahead and sign up. Did you have a time in mind that you wanted to start?
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #15 on: May 12, 2014, 09:58:31 pm »

As soon as everyone's ready/available.  I don't have anything particular that I'm delaying for at this point.  We could take 1-2 more players, but we don't particularly need more players.  My understanding is that 4 players is considered "best".

Do you have any hero preferences?
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #16 on: May 13, 2014, 01:04:57 am »

I can just be someone random.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #17 on: May 13, 2014, 01:37:44 am »

Do you have any hero preferences?

I read the rules and it's not bad at all. Love rules-on-cards games.

I'm good with random, although I think I'll be secretly rooting for getting Ra based on the ones I've read so far.
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #18 on: May 13, 2014, 07:59:41 am »

Alright, all sounds good...I'll randomize things and get us started sometime today.  Starting with: Villain/Environment
Villain:
1=Baron Blade (Advanced), 2=Omnitron(Advanced), 3=Plague Rat
Rolled 1d3 : 3, total 3


Environment:
1=Insula Primalis, 2=Megalopolis, 3=Ruins of Atlantis, 4=Wagner Mars Base
Rolled 1d4 : 4, total 4
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Re: Sentinels of the Multiverse: Sign-ups
« Reply #19 on: May 13, 2014, 08:02:57 am »

And heroes:
1. Bunker
2. Fanatic
3. Haka
4. Legacy
5. Ra
6. Tachyon
7. Tempest
8. Visionary
9. Wraith
10. Expatriette
11. Mister Fixer

XP:
Rolled 1d11 : 2, total 2

DSell:
Rolled 1d11 : 11, total 11

theorel:
Rolled 1d11 : 7, total 7
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Re: Sentinels of the Multiverse: Starting...
« Reply #20 on: May 13, 2014, 08:21:35 am »

Okay, so the set-up is:
Argent Adept, Fanatic, Mister Fixer, and Tempest versus the Plague Rat at Wagner Mars Base.

I consolidated all relevant information into a single spreadsheet.
Game 1 Spreadsheet

Anybody have an idea for player order?
« Last Edit: May 13, 2014, 08:30:51 am by theorel »
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Re: Sentinels of the Multiverse: Starting...
« Reply #21 on: May 13, 2014, 08:33:53 am »

I'll go ahead and do Starting Hands for everyone:
Adept:
Rolled 1d40 : 22, total 22
Rolled 1d40 : 24, total 24
Rolled 1d40 : 14, total 14
Rolled 1d40 : 37, total 37

Fanatic:
Rolled 1d40 : 24, total 24
Rolled 1d40 : 38, total 38
Rolled 1d40 : 10, total 10
Rolled 1d40 : 32, total 32

Fixer:
Rolled 1d40 : 27, total 27
Rolled 1d40 : 10, total 10
Rolled 1d40 : 36, total 36
Rolled 1d40 : 8, total 8

Tempest:
Rolled 1d40 : 2, total 2
Rolled 1d40 : 6, total 6
Rolled 1d40 : 22, total 22
Rolled 1d40 : 16, total 16
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Re: Sentinels of the Multiverse: Starting...
« Reply #22 on: May 13, 2014, 08:39:11 am »

Random player order?
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Re: Sentinels of the Multiverse: Starting...
« Reply #23 on: May 13, 2014, 08:45:25 am »

Works for me...
Rolled 1d4 : 2, total 2

Rolled 1d3 : 3, total 3

Rolled 1d2 : 1, total 1
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Re: Sentinels of the Multiverse: Starting...
« Reply #24 on: May 13, 2014, 08:46:07 am »

Player order is:
1. ADK
2. theorel
3. XP
4. DSell
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Re: Sentinels of the Multiverse: Starting...
« Reply #25 on: May 13, 2014, 08:48:31 am »

Villain goes first though.
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Re: Sentinels of the Multiverse: Starting...
« Reply #26 on: May 13, 2014, 09:09:22 am »


The alarm klaxons started blaring, and red lights flooded the Mess Hall, where the heroes had gathered for lunch.
Seconds later a young intern runs up to the heroes, "The director needs to speak with you in Operations."

In Operations there is a flurry of activity, all around a 3D holographic map of the base.  Red lights showing problems in one section, the director yelling out orders to get it sealed off.
"I'm so glad you're here.  There was an issue in the biology labs.  Something got out, it appears to be spreading infection.  We've sealed it off as best we can, but if it gets out, everyone on the base could be in danger."

Searching through the bio labs, you find an area of destruction, test tubes broken, chemicals spilled everywhere.  At the center you find a mass of some fleshy substance, with glowing green puss oozing out of it.  You hear a scratching sound from behind, when the Plague Rat jumps into your midst.

Villain Turn
There are no Start of Villain Turn Actions.

Playing Villain Card.
Rolled 1d24 : 10, total 10
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Re: Sentinels of the Multiverse: Starting...
« Reply #27 on: May 13, 2014, 09:16:30 am »

Noxious Bite
The Plague Rat bites Argent Adept (Lowest HP) for 5 Toxic Damage.

We have to play an Infection on someone.  Infection will: increase damage dealt by that character by 1 (Plague Locus), and cause them to deal themselves 1 (2) irreducible toxic damage at the start of each turn.

End of Villain Turn, Plague Rat deals 2 irreducible melee damage to everyone.



EDIT: misread card
« Last Edit: May 13, 2014, 01:43:11 pm by theorel »
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Re: Sentinels of the Multiverse: Starting...
« Reply #28 on: May 13, 2014, 09:20:01 am »

The bite targets the hero with lowest HP, actually. That would be me.

Fanatic seems like the best target for the Infection, she's got a lot of offensive power and can heal herself. I also am pretty good at healing myself but can't make much use of the increased damage.
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Re: Sentinels of the Multiverse: Starting...
« Reply #29 on: May 13, 2014, 09:22:24 am »

Also H is 4 since we have 4 heroes.
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Re: Sentinels of the Multiverse: Starting...
« Reply #30 on: May 13, 2014, 09:27:24 am »

Hmm...yeah, misread the lowest HP thing, but why did I make H=2?  I have no good excuse.

Yeah, Damage +1 is pretty nice for Fanatic's base power.

Fixer will also be able to make decent use of it I think, since I understand he tends to super-charge his base Strike power.  I'm not sure how effective he is at healing.
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Re: Sentinels of the Multiverse: Turn 1
« Reply #31 on: May 13, 2014, 09:33:12 am »

I think Fanatic and I are the only ones with much healing power, Fanatic can heal herself and I can heal everyone.

How should we resolve group decisions like this? Wait until everyone's had a chance to chime in?

Also you'll get the hang of it, I'm so glad you're running this :)
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Re: Sentinels of the Multiverse: Turn 1
« Reply #32 on: May 13, 2014, 09:41:45 am »

I'm fine taking it so I can heal myself. I'd prefer to have everyone but me have similar health, though.
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Re: Sentinels of the Multiverse: Turn 1
« Reply #33 on: May 13, 2014, 09:54:53 am »

At least in this instance, I think it'd be good for everyone to check in.  (since we have hero selection, game starting etc)
In general, probably having the player effected by the choice at least accept it would be nice.

We could be a bit predictive regarding some of this also.  For example: we'll be playing more infections as times goes on.  So hashing out an order of which heroes to play them on might not be a bad idea, or really just having it as an ongoing conversation.

It might also be good just to discuss some general strategy before we start our turns I think?
Like: how much effort do we want to put towards destroying the Plague Locus?
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Re: Sentinels of the Multiverse: Turn 1
« Reply #34 on: May 13, 2014, 10:08:00 am »

I think we want to kill it as quickly as possible, we don't want him to be healing 4 a turn if we're all infected.

For infection preference I propose Fanatic -> Argent Adept -> Mr. Fixer -> Tempest.

I can wait until DSell checks in before taking my turn.

EDIT: Also keep in mind that the Locus increases the ongoing Infection Damage- it increases the damage output of the Infected Hero by 1, which includes the damage they deal to themselves.
« Last Edit: May 13, 2014, 10:10:51 am by A Drowned Kernel »
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Re: Sentinels of the Multiverse: Turn 1
« Reply #35 on: May 13, 2014, 10:52:43 am »

That sounds reasonable to me.

Some random thinking-out-loud stuff:
Infection removal...How much effort should we put towards removing infections?
-If we remove an infection everyone takes 4 damage (5 with Plague Locus).
-If we wait until he flips, each player can spend a power and remove the infection by taking that damage themselves.
After he flips: each (infected) player takes 2 damage each turn.

Plague Rat has a bunch of other ongoing effects that seem bad.  If we leave infections alone until he flips, we can concentrate Ongoing removal on those.
Ongoing Removal:
-Argent Adept has a melody (2 copies) which removes Ongoings.
-Tempest has a one-shot (2 copies) that removes 2 ongoings.  Also, into the stratosphere (3 copies) can delay an ongoing for a turn (including an infection)
-And Fanatic has a one-shot (2 copies) that can remove an Ongoing.
-Ooh, and End of Days.  End of Days could be a nice way to take out all of our infections at once after Plague Rat flips.

So, that seems to me like pretty limited ongoing removal, except AA's melody, which is nice.

In other news:
The environment has limited Equipment/Ongoing destruction...I think this means that we can get some nice stuff going on with our Ongoings and Equipments.

There's also the Self-Destruct Sequence.  I'm thinking that we should have 1 environment removal card available at all times just in case?  I have Flash Flood and can keep it until we have another one (like AA's melody mentioned above).
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Re: Sentinels of the Multiverse: Turn 1
« Reply #36 on: May 13, 2014, 11:05:13 am »

I think you're right that we unfortunately need to focus on destroying ongoing effects other than the infections. Hopefully I can get some healing going pretty quickly, we're going to need it.

As a general strategy note, don't be afraid to spend the early game building up ongoings and equipment rather than using one-shots. The villain can dish out a lot of damage but as they say in Magic the Gathering the only hit point that really matters is the last one.
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Re: Sentinels of the Multiverse: Turn 1
« Reply #37 on: May 13, 2014, 12:45:11 pm »

Hello hello! Thanks for waiting. First off, hi everybody, I'm Dsell Mister Fixer, it's nice to be playing with a couple of you for the first time.

I am fine with what's been proposed so far. The only card I have in my hand that seems super useful is a style card that lets me redirect damage anytime I take 2 or fewer damage, which seems fantastic for infections. I could get it into play this next turn and be second on the list to take an infection? Redirecting 2 damage to the Locus or the Rat King himself (which should I do?) seems pretty awesome. I don't even think it would ever be worth losing the infection.

Edit: I'm sure there will be a lot of other uses for that ability as well, so keep it in mind. Looking at the Plague Rat's deck, Afflicted Frenzy, Vicious Onslaught, and Ravage (after the plague locus is destroyed) may be good opportunities to make me a damage redirector, so we should be mindful of my HP.
« Last Edit: May 13, 2014, 12:50:55 pm by Dsell »
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Re: Sentinels of the Multiverse: Turn 1
« Reply #38 on: May 13, 2014, 01:00:06 pm »

Good idea; this is my first time too, by the way.

I can't tell if people think we should get rid of the plague locus or not, though. I like the effect it has on my power for now, but I can see a reason for getting rid of it. I just worry it might distract us from fighting the plague rat himself.
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Re: Sentinels of the Multiverse: Turn 1
« Reply #39 on: May 13, 2014, 01:08:07 pm »

As far as the plague locus goes, I suppose I could go either way actually. If I'm infected with the locus around I can do 2 damage to any target each turn. Without the locus I just do 1. The extra damage is nice, too. But there are other sources of damage that I think I would be able to redirect if the locus was gone. On the other hand, there are cards in my deck that allow me to reduce damage to myself by 1. So it's a toss-up for me.
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Re: Sentinels of the Multiverse: Turn 1
« Reply #40 on: May 13, 2014, 01:21:46 pm »

You can also redirect the Plague Rat's 1(2 with Locus) irreducible damage he does to you each turn.  Which is cool because it's still irreducible.

Regarding the locus...It's dealing 1 damage to everyone each turn from the rat, +1 more if you're infected.  + it's healing the rat for 1 damage / infection card out.  Which means if you're doing 1 extra damage to him from your infection card it's negated, 2 becomes 1 etc.

Anyways...I'm not sure how high we need to prioritize killing the locus...but I think we do want it dead at some point at least because 2 irreducible damage/turn could get out of hand.

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Re: Sentinels of the Multiverse: Turn 1
« Reply #41 on: May 13, 2014, 04:20:56 pm »

So, yeah, fixer keeping Driving Mantis in play seems to make him a good Infection target...but for now we'll start with Fanatic, since that seems to be the consensus for first target anyways.

Current Game Summary:
Spreadsheet

Plague Rat   Damage +1   
HPs:   85/85   Highest HP Villain Target
      
Ongoing:      
Infection,
      
Targets:      
Plague Locus   13/13   Lowest HP Villain Target
      
Argent Adept      
HPs:   17/24   Lowest HP Hero Target
Hand:   4   
Discard:   0   
Deck Remaining:   36   
Ongoing:       
      
      
Tempest      
HPs:   24/26   
Hand:   4   
Discard:   0   
Deck Remaining:   36   
Ongoing:       
      
      
Fanatic   Infected, Damage +1   
HPs:   28/30   Highest HP Hero Target
Hand:   4   
Discard:   0   
Deck Remaining:   36   
Ongoing:       
      
      
Mr. Fixer      
HPs:   26/28   
Hand:   4   
Discard:   0   
Deck Remaining:   36   
Ongoing:       
      
« Last Edit: May 13, 2014, 09:24:02 pm by theorel »
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A Drowned Kernel

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Re: Sentinels of the Multiverse: Round 1
« Reply #42 on: May 13, 2014, 07:26:56 pm »

I'd say we should focus on killing the locus, we're going to want it gone at some point and sooner is better than later.

My turn:

Play: Inspiring Supertonic (Ongoing, Harmony, PERFORM: One player may use a power now. ACCOMPANY: The Argent Adept regains 2 hp.)

Power: Vocalise (Activate a PERFORM text) on Inspiring Supertonic, select Fanatic to use a power.

So xerxes can use his power during my turn, I'll let him decide what he wants to hit.

Draw:
Rolled 1d36 : 1, total 1
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Re: Sentinels of the Multiverse: Round 1
« Reply #43 on: May 13, 2014, 09:52:40 pm »

We can take the locus out this turn if we want to...
I'll be doing 1 damage to it with my power, regardless of what else I do.
If Fanatic hits it with her power twice (now and on her turn) that'll be 8 damage (9 total)
Fixer can do 3 more (1 normal, 2 deflected)
And Fanatic could Holy Nova (which seems reasonable to do while the Locus is in play).
Or I could do Chain Lightning, and then some of that damage could be redirected at the Rat.

The danger is if we get Villainous Weaponry, then Fixer can't deflect.

Something to note is that there is really not much to take damage other than the rat.  The Locus is there for now, and there's the potential for weapons from the environment deck (3 of them).

The advantage to taking out the Locus early is that it slows down the game.  Right now we're taking 2 damage/turn, 4 if infected.  If we take down the locus it drops to 1/turn, 2 if infected.  I could heal that every turn if I get out Cleansing Downpour.  Given the limited Ongoing/Equipment removal, I think we can really benefit from a slower game, taking time to get ourselves set up and then hammering out the rat late with big plays.
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Re: Sentinels of the Multiverse: Round 1
« Reply #44 on: May 14, 2014, 12:52:39 am »

Also a rules note: AFAIK Mr. Fixit's turn, the environment turn and the villain's turn all count as separate for the purposes of his style, so he can redirect damage on each of those (and on our turns thought it's less likely that he'll take damage then).
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Re: Sentinels of the Multiverse: Round 1
« Reply #45 on: May 14, 2014, 01:28:33 am »

Yeah, that makes sense. I'll attack the locus.
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Re: Sentinels of the Multiverse: Round 1
« Reply #46 on: May 14, 2014, 02:38:50 am »

Also a rules note: AFAIK Mr. Fixit's turn, the environment turn and the villain's turn all count as separate for the purposes of his style, so he can redirect damage on each of those (and on our turns thought it's less likely that he'll take damage then).

My card only allows me to redirect the first instance of damage.
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Re: Sentinels of the Multiverse: Round 1
« Reply #47 on: May 14, 2014, 06:59:55 am »

Also a rules note: AFAIK Mr. Fixit's turn, the environment turn and the villain's turn all count as separate for the purposes of his style, so he can redirect damage on each of those (and on our turns thought it's less likely that he'll take damage then).

My card only allows me to redirect the first instance of damage.
Right, but as ADK notes it's the first instance each turn.  Which includes Environment, Villain, and Player turns.
I'll note that there are some rules which are most clearly spelled out in the glossary, this is one of them.

Just to cover a few rules that seem to be commonly missed/misunderstood:
-a ROUND is the Villain turn, followed by each player turn, followed by the Environment turn.  (A turn is each of those parts.  Or if you'd prefer [from the Glossary] A turn is the portion of the game during which all the actions associated with a given deck take place.).

-You may only use each instance of a power ONCE per turn.  (So if you're allowed to use 2 powers, they have to come from different cards, which generally means they have to be different powers...).

-When resolving Start of Turn/End of Turn stuff, it goes in the order played.  If an end of turn action plays another card with an end of turn action, the newly played card will activate that turn.

-When resolving "simultaneous" stuff, it goes in the order the players want.  So, for example if you have a card which says "whenever you are dealt 5 or more damage reduce it by 2" and another which "reduce  all damage dealt to you by 1", then when you take 5 damage you can first reduce it by 2, then reduce it by 1 more.  (This was changed at some point, so if you look around you'll see places which say that you need to go in order played for these as well.)

-If a deck runs out, you reshuffle it, but only when you need to DRAW from it (not when you need to REVEAL from it).  So, unlike dominion, "search" cards will not result in a reshuffle.

Oh, one more quick note specific to Fixer, and Overdrive.  Overdrive allows Fixer to use Strike twice on the turn it is played independent of any power activations.  So, if he plays Overdrive during, say, Argent Adepts turn, he can strike twice during that turn.  If he plays it on his own turn, and had another power available somehow...he could use that other power and THEN strike twice.  However, if he strikes first then that uses up his "power" activation also.  If Fixer manages to play multiple copies of Overdrive he can still only strike twice, not 4 times (i.e. it isn't additive).
Hopefully that's all clear enough...I saw lots of questions on forums about Overdrive as I was reading over the rules forums.
« Last Edit: May 14, 2014, 07:13:37 am by theorel »
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Re: Sentinels of the Multiverse: Round 1
« Reply #48 on: May 14, 2014, 07:18:29 am »

Alright, so Fanatic deals 2 melee and 2 radiant damage to the Plague Locus.->9/13HP

Tempest
Start! Nothing

Play! I'll play Chain Lightning.  Dealing 4 lightning damage to Plague Rat, and 3 lightning damage to the Plague Locus. ->81 HP Rat, 6HP Locus

Power! Use Squall, dealing 1 projectile damage each to the Rat and Locus. ->80HP Rat, 5HP Locus

Draw!
Rolled 1d36 : 7, total 7
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Re: Sentinels of the Multiverse: Round 1
« Reply #49 on: May 14, 2014, 07:18:51 am »

Oh, End! Nothing.

Ooh, Cleansing Downpour...that'll be nice.

Fanatic's turn.
« Last Edit: May 14, 2014, 07:20:06 am by theorel »
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Re: Sentinels of the Multiverse: Round 1
« Reply #50 on: May 14, 2014, 10:32:40 am »

Card: Holy Nova
Power: Attack Plague Locus.

How do I do the random thing? I'll use random.org for now. 19/36 = End Of Days
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Re: Sentinels of the Multiverse: Round 1
« Reply #51 on: May 14, 2014, 10:52:24 am »

[ roll ]1dX[ /roll ] (without spaces)
or use the button with the die picture above the reply box.
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Re: Sentinels of the Multiverse: Round 1
« Reply #52 on: May 14, 2014, 11:01:56 am »

For accounting purposes...here's all parts of Fanatic's turn.  If you're up for tracking your own stuff, it'll help me make sure I keep everything straight.  If not, I'll just do a summary of some sort afterwards.

Start of Turn: Fanatic deals herself 2 irreducible toxic damage.

Play: Holy Nova: Fanatic deals 2 radiant damage to all non-hero targets (Locus and Plague Rat).  And healing 1 HP for all heroes.
Power: Exorcism: Fanatic deals 2 melee and 2 radiant damage to the Locus (over-killing it by 1...I should have switched my Chain Lightning attacks, forgot that Holy Nova would deal 2 damage).

End of Turn: nothing

Draw: End of Days.

Fixer's Turn.

Spreadsheet updated.
« Last Edit: May 14, 2014, 11:13:15 am by theorel »
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Re: Sentinels of the Multiverse: Round 1 (Mister Fixer, DSell)
« Reply #53 on: May 14, 2014, 12:32:49 pm »

Play: Driving mantis.

Power: Strike, dealing 1 melee damage to plague rat.

Draw:
Rolled 1d36 : 30, total 30
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Re: Sentinels of the Multiverse: Round 1 (Mister Fixer, DSell)
« Reply #54 on: May 14, 2014, 12:56:35 pm »

Okay, before environment turn:
Current Game Summary      
Spreadsheet      
      
Plague Rat      
HPs:   77/85   Highest HP Villain Target
      
Ongoing:      
Infection,
      
Targets:      
      
Argent Adept      
HPs:   18/24   Lowest HP Hero Target
Hand:   4   
Discard:   0   
Deck Remaining:   35   
Ongoing:       
Inspiring Supertonic,
      
      
Tempest      
HPs:   25/26   
Hand:   4   
Discard:   1   
Deck Remaining:   35   
Ongoing:       
      
      
Fanatic   Infected   
HPs:   27/30   Highest HP Hero Target
Hand:   4   
Discard:   1   
Deck Remaining:   35   
Ongoing:       
      
      
Mr. Fixer      
HPs:   27/28   Highest HP Hero Target
Hand:   4   
Discard:   0   
Deck Remaining:   35   
Ongoing:       
Driving Mantis,
      

Environment card (rolling here):
Rolled 1d15 : 8, total 8
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Re: Sentinels of the Multiverse: Round 1 (Mister Fixer, DSell)
« Reply #55 on: May 14, 2014, 01:04:59 pm »



The heroes destroy the writhing mass, with a few passing blows on the giant rat.  As the Fanatic pulls her mighty blade from the locus she reveals a small crack in the exterior wall.  Air starts seeping out.


Start: Nothing
Card: Oxygen Leak
End: 1 Player may discard 1 card to destroy this card.


The Oxygen Leak reduces all Fire damage by 3, and deals toxic damage = environment discard size to everyone (including Plague Rat)
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Re: Sentinels of the Multiverse: Round 1 (Mister Fixer, DSell)
« Reply #56 on: May 14, 2014, 01:08:55 pm »

I think we do not need to deal with this right now.  We don't really do fire damage, it doesn't hurt us until an environment card is discarded.  And we will have at least one more end of environment turn before it deals damage.

Any other thoughts?
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Re: Sentinels of the Multiverse: Round 1 (Mister Fixer, DSell)
« Reply #57 on: May 14, 2014, 01:13:50 pm »

I agree. I do have a card that seems not very useful right now, but I could end up needing it later.
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Re: Sentinels of the Multiverse: Round 1 (Mister Fixer, DSell)
« Reply #58 on: May 14, 2014, 01:16:36 pm »

Overall, I think that turn went well. We're missing 11 HP, and we did 21 damage. If we keep this up, we'Re in a good spot.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #59 on: May 14, 2014, 09:30:17 pm »

I'll start the Villain Turn tomorrow morning with no discard for the Oxygen Leak unless I hear otherwise.

I agree we appear to be in great shape.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #60 on: May 14, 2014, 10:06:25 pm »

I'm fine with that.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #61 on: May 15, 2014, 08:48:15 am »

Alright, Oxygen Leak remains.
Villain Card is:
Rolled 1d22 : 12, total 12
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #62 on: May 15, 2014, 08:51:03 am »


Plague Rat

Start! Nothing Happens

Play! Ravage: All heroes except the one with the highest HP (Fanatic OR Fixer) take 2 Toxic Damage.  Then we play an infection for each player damaged this way.

End! Each player takes 1 irreducible melee damage.

So, we need to decide whether we spare Fixer or Fanatic.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #63 on: May 15, 2014, 08:55:08 am »

If we spare Fanatic, then Fixer can redirect, and we only get 2 infections.  And then everyone takes the 1 end of turn damage.

If we spare Fixer we can get all the infections out now, and let the Plague Rat flip, then End of Days them.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #64 on: May 15, 2014, 09:42:29 am »

I can take the damage. Endeavour gets powered up that way, as well.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #65 on: May 15, 2014, 10:13:11 am »

I'd like to avoid playing End of Days if at all possible as my power is based entirely off of my equipment and ongoings, though I guess playing it early is better than later. I vote spare Fanatic.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #66 on: May 15, 2014, 10:22:00 am »

For some reason I thought instruments were relics...so that they would have been fine.  But obviously I was wrong.

That definitely makes the End Of Days solution less-good.
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #67 on: May 15, 2014, 10:33:57 am »

It's better now than when I have like five instruments out.

EDIT: Mr. Fixer would also lose his ability to redirect, and you'd have to wait a turn before getting your healing power out.
« Last Edit: May 15, 2014, 10:35:21 am by A Drowned Kernel »
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #68 on: May 15, 2014, 10:50:23 am »

I'm definitely torn.  I mean taking out 4 infections by the end of next round seems like it would really hamstring the Plague Rat.
But it definitely hurts Argent Adept to lose all of his ongoing/equipment cards after 2 more turns.  Because he can either play the cards and then lose them all or just play no cards at all.

So, what's the worst that could happen if we don't get all 4 infections out?
It seems like Afflicted Frenzy would be the worst thing to happen: having us deal 9 damage to ourselves every round (+3 from infections + 4 from the Rat minus mitigating effects from Mantis and the like...so a total of 14 damage per turn.  We can heal 8 with downpour + 2 with inspiring supertonic.  With just what we currently have available)  And then there's the possibility of multiple Frenzies...which would be pretty rough.

Another possibility would be to just take the 4 infections and instead of using End of Days to destroy them, use the flipped Rat power and take 4 toxic damage to destroy them all.  (or hope for other Ongoing removal in the meantime).

So, anyways, that's the real question (even if we don't use End of Days)...is it better to get all the infections out NOW and deal with them, or to try to delay the infections as long as possible?
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #69 on: May 15, 2014, 10:52:22 am »


EDIT: Mr. Fixer would also lose his ability to redirect, and you'd have to wait a turn before getting your healing power out.

Vernal Sonata means we could get it back within a couple turns. (depending on how much else you needed to do before playing it)

I'd have to wait 2 turns to get the healing power out though, and for you to do anything really productive, which is what makes it tough.  (unless we all want to take 16 toxic damage)
« Last Edit: May 15, 2014, 10:55:54 am by theorel »
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Re: Sentinels of the Multiverse: Round 2 (Villain Turn - Ravage results)
« Reply #70 on: May 15, 2014, 11:02:05 am »

You know, I wasn't thinking about it in terms of getting rid of infections, because the other villains I've played against cycled through their decks a lot faster than it looks like Plague Rat does. The End of Days plan actually looks a lot better, I can suck for a few turns, I'll just hold off on getting my stuff out there until EoD goes off.

Edit: And then I thought about and I realized he does have a pretty major cycling mechanic, namely all those cards that cause Infection to be played. Even if they all go into the trash, cards like Ravage will just keep pulling them back, and then we'll see Locus out again sooner. So I'm back to "no EoD" plan.
« Last Edit: May 15, 2014, 11:09:57 am by A Drowned Kernel »
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Re: Sentinels of the Multiverse: Round 2 (Villain Turn - Ravage results)
« Reply #71 on: May 15, 2014, 11:15:05 am »

Ravage doesn't cycle them back.  If they're in the trash it doesn't find them in the deck, and they don't come out. (you may have played this wrong for other villains.  The trash does not shuffle back in on searches, only on draws from an empty deck.)

(here's a post from the designer about it)
http://boardgamegeek.com/thread/802048/infection-cards-all-in-villain-trash
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Re: Sentinels of the Multiverse: Round 2 (Villain Turn - Ravage results)
« Reply #72 on: May 15, 2014, 09:33:44 pm »

Well snap. Okay End of Days sounds pretty good then, I don't think he's going to recycle his deck for a good long while.
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Re: Sentinels of the Multiverse: Round 2 (Villain Turn - Ravage results)
« Reply #73 on: May 15, 2014, 09:45:08 pm »

And who knows, maybe we'll draw some targeted ongoing removal and won't need to drop End of Days next turn anyways.

With 3/4 of us on board for it, I'm going to finish the Villain turn and keep things moving.  (feel free to weigh in on things when you get a chance anyways DSell)

Okay So, finishing out the Villain Turn:
Plague Rat deals Fanatic, Tempest, and Argent Adept 2 toxic damage each from Ravage.  Then we play 3 infections (one on each of the uninfected characters).

End of Turn: Plague Rat deals everyone 1 irreducible melee damage.  Fixer deflects it back to Plague Rat.

Argent Adept's turn.  (Spreadsheet updating...)
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Re: Sentinels of the Multiverse: Round 2 (Villain Turn - Ravage results)
« Reply #74 on: May 15, 2014, 09:47:23 pm »

Current Game Summary      
Spreadsheet      
      
Plague Rat      
HPs:   76/85   Highest HP Villain Target
      
Ongoing:      
Infection, Infection, Infection, Infection,
      
Targets:      
      
Argent Adept   Infected   
HPs:   15/24   Lowest HP Hero Target
Hand:   4   
Discard:   0   
Deck Remaining:   35   
Ongoing:       
Inspiring Supertonic,
      
      
Tempest   Infected   
HPs:   22/26   
Hand:   4   
Discard:   1   
Deck Remaining:   35   
Ongoing:       
      
      
Fanatic   Infected   
HPs:   24/30   
Hand:   4   
Discard:   1   
Deck Remaining:   35   
Ongoing:       
      
      
Mr. Fixer   Infected   
HPs:   27/28   Highest HP Hero Target
Hand:   4   
Discard:   0   
Deck Remaining:   35   
Ongoing:       
Driving Mantis,
      
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Re: Sentinels of the Multiverse: Round 2 (Argent Adept - ADK)
« Reply #75 on: May 15, 2014, 10:07:53 pm »

Looks good to me!
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Re: Sentinels of the Multiverse: Round 2 (Argent Adept - ADK)
« Reply #76 on: May 15, 2014, 10:08:13 pm »

Given that I should wait for End of Days to start putting stuff out and for us to have more cards in our trash to play Vernal Sonata, I think I'm going to increase my options for the future: Skip play and power, draw two cards.

If I roll doubles I'll just reroll so we don't have to sit and wait for Theorel to update the spreadsheet.

Rolled 1d35 : 28, total 28
Rolled 1d35 : 1, total 1


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Re: Sentinels of the Multiverse: Round 2 (Argent Adept - ADK)
« Reply #77 on: May 15, 2014, 10:34:30 pm »

(Just to be clear, that's my intent... i.e. that you reroll doubles rather than wait for me...even I'm going to do it :) )
Argent Adept does however take 1 irreducible toxic damage for being infected.->14 HP. 

(it might be worth Chastising him, to keep him from getting too low on HPs before we deal with the Infections?  I mean, if we get another Noxious Bite/Tooth and Claw (or both), he could take 8+ damage before we can get any healing going.  I'm not sure that it's what we need to do, but it's a thought anyways)

Tempest
Tempest starts talking to the fishes in the Biology Lab aquariums, hoping to gain insight into his opponent.
Start: Deal self 1 irreducible toxic damage.

Play: Play Aquatic Correspondence drawing 3 cards.

Power: Squall deal 1 damage to Plague Rat.

Draw: Another card.

Rolled 1d35 : 29, total 29
Rolled 1d35 : 26, total 26
Rolled 1d35 : 11, total 11
Rolled 1d35 : 18, total 18
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Re: Sentinels of the Multiverse: Round 2 (Argent Adept - ADK)
« Reply #78 on: May 15, 2014, 10:37:54 pm »

That puts me at 21, and Plague Rat at 75.
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Re: Sentinels of the Multiverse: Round 2 (Fanatic - xerxes)
« Reply #79 on: May 16, 2014, 05:40:52 am »

I think the idea is that I end days now; also doesn't chastise not work on people?

Play End of Days, Power to attack plague rat, draw
Rolled 1d35 : 28, total 28


The plague rat is now at 73, I believe.
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Re: Sentinels of the Multiverse: Round 2 (Fanatic - xerxes)
« Reply #80 on: May 16, 2014, 07:12:18 am »

NO Don't End of Days Now.  If you do we ALL take 16 damage. (which incidentally kills Argent Adept)

But you're right Chastise doesn't work on people.  My mistake
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Re: Sentinels of the Multiverse: Round 2 (Fanatic - xerxes)
« Reply #81 on: May 16, 2014, 07:20:46 am »

Why would we take all that damage?
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Re: Sentinels of the Multiverse: Round 2 (Fanatic - xerxes)
« Reply #82 on: May 16, 2014, 07:23:22 am »

Plague Rat deals 4 Toxic damage to each hero whenever Infection is destroyed, while this side is up.  Once he flips, he deals no damage when infection is destroyed.  So, we have to wait until a Start of Villain Turn passes so that he'll flip.
« Last Edit: May 16, 2014, 07:24:34 am by theorel »
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Re: Sentinels of the Multiverse: Round 2 (Fanatic - xerxes)
« Reply #83 on: May 16, 2014, 07:25:36 am »

Oh, I see. I'll change to sanctifying striking the plague rat, who now has 72 HP.

I draw
Rolled 1d35 : 29, total 29
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Re: Sentinels of the Multiverse: Round 2 (Fanatic - xerxes)
« Reply #84 on: May 16, 2014, 07:28:12 am »

You also dealt yourself 1 damage and healed 1...so no change for your HP.

Updated...
« Last Edit: May 16, 2014, 07:29:54 am by theorel »
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #85 on: May 17, 2014, 02:57:31 pm »

Oh shoot, sorry guys.

My hand is not very useful so I'm also going to skip play and power and draw 2.

Rolled 1d35 : 24, total 24


Rolled 1d35 : 10, total 10
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #86 on: May 17, 2014, 02:59:04 pm »

Meditation and dual crowbars. Dual crowbars is immediately useful, that should go into play either immediately or immediately after End of Days. Meditation will be great after End of Days.
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #87 on: May 17, 2014, 07:57:52 pm »

Start of Turn Fixer deals himself one irreducible damage, which he redirects to Plague Rat.

Environment Turn
Rolled 1d14 : 2, total 2
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #88 on: May 17, 2014, 08:04:16 pm »



Environment Turn
Start: Oxygen Leak deals 0 damage.

Play: Fire in the Biosphere

End:
We could destroy Oxygen Leak (but don't presumably)
Fire in the Biosphere deals 2 Fire Damage to everyone (reduced by 3 from Oxygen Leak for a total 0! damage).
Then it deals 2 more fire to each player that doesn't discard an Ongoing. (again, reduced by 3, so 0! damage).

So, let's go to the Villain Turn then...
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #89 on: May 17, 2014, 08:05:15 pm »

Rolled 1d18 : 12, total 12
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Re: Sentinels of the Multiverse: Round 1 (Environment Turn)
« Reply #90 on: May 17, 2014, 09:43:43 pm »


Plague Rat

Start! Plague Rat Flips.  Each player takes 2 toxic damage...fixer reflects to Plague Rat.

Play! Shadowy Ambush: Whenever Plague Rat deals 5 or more damage, he plays another Villain Card.

End! Each player takes 1 irreducible melee damage.

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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #91 on: May 17, 2014, 09:44:56 pm »

Current Game Summary      
Spreadsheet      
      
Plague Rat      
HPs:   69/85   Highest HP Villain Target
      
Ongoing:      
Infection, Infection, Infection, Infection, Shadowy Ambush,
      
Targets:      
      
Argent Adept   Infected   
HPs:   11/24   Lowest HP Hero Target
Hand:   6   
Discard:   0   
Deck Remaining:   33   
Ongoing:       
Inspiring Supertonic,
      
      
Tempest   Infected   
HPs:   18/26   
Hand:   7   
Discard:   2   
Deck Remaining:   31   
Ongoing:       
      
      
Fanatic   Infected   
HPs:   21/30   
Hand:   5   
Discard:   2   
Deck Remaining:   33   
Ongoing:       
      
      
Mr. Fixer   Infected   
HPs:   26/28   Highest HP Hero Target
Hand:   6   
Discard:   0   
Deck Remaining:   33   
Ongoing:       
Driving Mantis,
   

EDIT: Fixed Plague Rat's HP (recorded the damage from Fixer's redirect incorrectly)   
« Last Edit: May 19, 2014, 11:17:01 am by theorel »
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #92 on: May 17, 2014, 10:42:08 pm »

Beginning of turn, Argent Adept takes 1 damage from infection.

Play a card: Silver Shadow, activating the ACCOMPANY ability of Inspiring Supertonic, healing myself for 2 HP, and then drawing a card.

Rolled 1d33 : 16, total 16


Use a power: Vocalise, activating the PERFORM ability of Inspiring Supertonic, letting Fanatic use a power.

Draw a card:
Rolled 1d33 : 16, total 16
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #93 on: May 17, 2014, 10:42:40 pm »

Wow doubles! New rolls for those cards:

Rolled 1d33 : 3, total 3

Rolled 1d33 : 8, total 8
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #94 on: May 17, 2014, 10:53:27 pm »

Why was I not notified aobut thisss
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #95 on: May 17, 2014, 11:01:48 pm »

You might not have that long to wait for the next game, we seem to be doing pretty good.
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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #96 on: May 18, 2014, 10:26:39 pm »

Fanatic only has one power, and one reasonable target...so Fanatic deals 1 Melee and 1 Radiant Damage to Plague Rat.

Tempest
Start: Deal self 1 damage.

I'm going to pass my turn, and draw 2 cards.

Rolled 1d31 : 28, total 28
Rolled 1d31 : 2, total 2

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Re: Sentinels of the Multiverse: Round 2 (Fixer - DSell)
« Reply #97 on: May 18, 2014, 10:32:10 pm »

Why was I not notified aobut thisss
I didn't know you wanted to be...
I'll be sure to inform you of the next one though :)
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Re: Sentinels of the Multiverse: Round 3 (Fanatic - XP)
« Reply #98 on: May 19, 2014, 10:23:25 am »

Okay, now that the plague rat is flipped, I can destroy everything.

Card: End of days
Power: attack the plague rat

Draw
Rolled 1d33 : 15, total 15
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Re: Sentinels of the Multiverse: Round 3 (Fanatic - XP)
« Reply #99 on: May 19, 2014, 10:28:58 am »

The plague rat should now have 67 HP.
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #100 on: May 19, 2014, 11:19:45 am »

(I put Fixer's redirect in the wrong place before, fixed the summary...)
So, Fanatic's 2 damage this turn takes him to 65HP.
Fanatic also deals herself 1 damage.

Fixer's up.
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #101 on: May 19, 2014, 11:45:24 am »

I feel like my one shots kind of suck...or at least they'd be a lot better if I had another/a different card in play. Idk if building up a huge hand is a waste if they're not used though. I'm leaning towards either dealing 2 melee damage or drawing two again, does anyone have any advice?
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #102 on: May 19, 2014, 02:20:45 pm »

I do think your one-shots are pretty weak right now.  You need a tool and style out to really get the best out of things like Overdrive.  Really, best is even to play Overdrive on someone else's turn (since you get 1 strike on your turn anyways).

If you're building up a hand, what are you searching for?  I mean, Harmony and possibly Bloody Knuckles are the only cards that you might want that you don't already have access to I think (given you already have Dual Crowbars, and Meditation for a Style of your choice).  Grease Gun can be pretty important, but I'm not sure how much we need to block damage at this moment.

What would it take for you to use Charge effectively later?
Assume that next turn you play Dual Crowbars.
Then after that you Meditation for a Style.
Then Overdrive is better than Charge, so you play that.
Then Salvage Yard is another Overdrive, so you can play that.
Then if you haven't drawn another Overdrive or Harmony or Charge (or maybe Grease Gun, depending on the situation), you'd have a chance to play that Charge.

Of course, Argent Adept can make us play cards, but he can also make us draw cards.  I'd probably play it now, because I wouldn't want to wait 4 turns to play it, for a couple extra damage.
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #103 on: May 19, 2014, 03:38:24 pm »

That all sounds good to me. I am not familiar enough with my deck to be looking for something in particular, it's more about having options for more eventualities down the road.

For now, I am good with play charge, activate strike (all on plague rat of course), and draw...
Rolled 1d34 : 22, total 22
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #104 on: May 19, 2014, 03:39:43 pm »

...another meditation.
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #105 on: May 19, 2014, 09:43:44 pm »


Environment Turn
Start! Environment cards do nothing.  End of Days discards all non-relic, non-character cards (which is to say everything...)

Play!
Rolled 1d13 : 4, total 4

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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #106 on: May 19, 2014, 09:54:13 pm »

A cleansing fire sweeps through the biology labs, cleansing the heroes of their infection, but also leaving them slightly bewildered.
As it finishes, meteors begin raining from the sky, pounding the research labs, and making any form attack completely impossible.

"A little much don't ya think?" yells Tempest over the storm.
"This is a natural providence, not of my making," declares Fanatic.

Meteor Storm comes into play.  Everyone is immune to damage, someone can skip a turn to cancel it.

Round 4!
Rolled 1d17 : 6, total 6
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Re: Sentinels of the Multiverse: Round 3 (Fixer - DSell)
« Reply #107 on: May 19, 2014, 09:59:23 pm »


The Plague Rat attempts to bite the Argent Adept in spite of the rocking room.  He is unable to grab him, but Fixer knocks someone into the remains of the Plague Locus, and they are infected.

Plague Rat

Start! Plague Rat deals 2 damage to no one who is immune to damage anyways.  Then flips.

Play! Noxious Bite Deals Argent Adept no damage, but plays an Infection anyways (last one)...so, do we still want to infect Fanatic, or do we want to infect someone else?

End! Plague Rat deals no damage to everyone.
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #108 on: May 19, 2014, 10:01:48 pm »

I'd think still Fanatic, she does fine at low hit points (given the Aegis of Resurrection) and it makes Wrathful Retribution better as she takes more damage.

Just want to be sure everyone still thinks it's the best idea (given that when we last discussed it Plague Locus was out)
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #109 on: May 19, 2014, 10:06:24 pm »

Current Game Summary      
Spreadsheet      
      
Plague Rat      
HPs:   61/85   Highest HP Villain Target
      
Ongoing:      
Infection,
      
Targets:      

      
Argent Adept      
HPs:   12/24   Lowest HP Hero Target
Hand:   7   
Discard:   2   
Deck Remaining:   31   
Ongoing:       
      
      
Tempest      
HPs:   17/26   
Hand:   9   
Discard:   2   
Deck Remaining:   29   
Ongoing:       
      
      
Fanatic   Infected?   
HPs:   20/30   
Hand:   5   
Discard:   3   
Deck Remaining:   32   
Ongoing:       
      
      
Mr. Fixer      
HPs:   26/28   Highest HP Hero Target
Hand:   6   
Discard:   2   
Deck Remaining:   32   
Ongoing:       
      
      
Wagner Mars Base      
Ongoing:      
Meteor Storm,
      
Targets:      
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #110 on: May 19, 2014, 10:10:02 pm »

I'm fine with Fanatic getting the infection.

How long do we want to leave the meteor storm out? I was just going to build up on my turn anyway.
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #111 on: May 19, 2014, 10:34:36 pm »

Well, I think you should build up regardless.

I could start healing people, or skip my turn, I've not got a lot worth building up...

Fanatic can't really do anything on her turn while Meteor Storm is out.  If I don't cancel it she would either be canceling it or drawing cards.

Fixer can build up.

It's protecting us from minimal damage, which I can be healing once I get Cleansing Downpour out.

I think we're best with either myself or Fanatic canceling it. Just a matter of if we want to get healing started now, or we want to press forward with damage.
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #112 on: May 19, 2014, 10:55:46 pm »

Well, regardless of where the infection goes, my turn:

Play Alacritous Subdominant

Power Vocalise to active Alacritous Subdominant's PERFORM, choose myself, play Musaragni's Harp

Draw
Rolled 1d31 : 6, total 6
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #113 on: May 20, 2014, 02:02:27 am »

Yeah, I'm fine taking the infection.
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Re: Sentinels of the Multiverse: Round 4 (Infection Target?)
« Reply #114 on: May 20, 2014, 09:16:35 am »

So, should I get some healing going, or should I skip my turn, so that we can start dealing damage?
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Re: Sentinels of the Multiverse: Round 4 (Tempest - Theorel)
« Reply #115 on: May 20, 2014, 10:43:10 am »

I think skip to get rid of the meteors. I'm at low health but I don't think even I'm in imminent danger of death, and Plague Rat seems like he can't do much now that the Infections are all gone.
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Re: Sentinels of the Multiverse: Round 4 (Fanatic - XP)
« Reply #116 on: May 20, 2014, 11:02:36 am »

Sounds good to me.

Tempest
Start! skip remainder of turn to destroy Meteor Storm.

Fanatic is up.
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Re: Sentinels of the Multiverse: Round 4 (Fanatic - XP)
« Reply #117 on: May 20, 2014, 12:12:21 pm »

Sanctifying Strike and Exorcism for 3 damage.
Draw
Rolled 1d32 : 27, total 27
and
Rolled 1d32 : 8, total 8
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Re: Sentinels of the Multiverse: Round 4 (Fanatic - XP)
« Reply #118 on: May 20, 2014, 12:32:04 pm »

Fanatic takes 1 damage and heals 1 damage.
Plague Rat->58HP

Fixer's turn.
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #119 on: May 20, 2014, 01:38:48 pm »

Play meditation, grabbing the mantis from the discard and putting it into play. Activate strike. Draw...
Rolled 1d32 : 6, total 6
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #120 on: May 20, 2014, 01:43:12 pm »

...bloody knuckles, which is potentially very interesting, although it anti-synergizes with driving mantis. So, hmm. I should check out my other style cards.
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #121 on: May 20, 2014, 01:56:56 pm »

You should probably pull Mantis from deck rather than discard?  (I would think that you wouldn't want to draw Mantis after it's in play)

We also have enough ways to pull cards from discard, that it wouldn't be bad to have it in discard even if you do want it in your hand.
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #122 on: May 20, 2014, 03:01:29 pm »

That's a good point, I'll go ahead and do that. You don't need me to reroll do you?
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #123 on: May 20, 2014, 03:10:09 pm »

No, that's fine...Environment roll.
Rolled 1d12 : 12, total 12
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #124 on: May 20, 2014, 03:18:30 pm »


Fixer Kicks the Plague Rat back into a large metal cabinet breaking the door open.
The Plague Rat reaches into the now-open cabinet, and pulls out a circular surgical saw.  He charges at the heroes, saw-blade spinning.


Environment Turn
Start! Nothing
Play! Villainous Weaponry Villain deals +1 Damage.  (5 HP)
End! Nothing.

Start Round 5.
Rolled 1d15 : 9, total 9
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Re: Sentinels of the Multiverse: Round 5 (Villain Turn)
« Reply #125 on: May 20, 2014, 03:31:14 pm »


Plague Rat
Start! Nothing

Play! Sewer Fiend Plague Rat is immune to toxic damage, and redirects Environment Damage to Fanatic (Infected Hero)

End! Plague Rat deals 2 damage to everyone, Fixer redirects (to Plague Rat, presumably?)
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Re: Sentinels of the Multiverse: Round 4 (Fixer - DSell)
« Reply #126 on: May 20, 2014, 03:37:26 pm »

Current Game Summary      
Spreadsheet      
      
Plague Rat      
HPs:   55/85   Highest HP Villain Target
      
Ongoing:      
Infection, Sewer Fiend,
      
Targets:      
      
Argent Adept      
HPs:   10/24   Lowest HP Hero Target
Hand:   6   
Discard:   2   
Deck Remaining:   30   
Ongoing:       
Alacritous Subdominant, Musaragni's Harp,
      
      
Tempest      
HPs:   15/26   
Hand:   9   
Discard:   2   
Deck Remaining:   29   
Ongoing:       
      
      
Fanatic   Infected   
HPs:   18/30   
Hand:   6   
Discard:   4   
Deck Remaining:   30   
Ongoing:       
      
      
Mr. Fixer      
HPs:   26/28   Highest HP Hero Target
Hand:   6   
Discard:   3   
Deck Remaining:   30   
Ongoing:       
Driving Mantis,
      
      
Wagner Mars Base      
Ongoing:      
      
Targets:      
Villainous Weaponry   5/5   
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Re: Sentinels of the Multiverse: Round 5 (Argent Adept - ADK)
« Reply #127 on: May 20, 2014, 03:48:16 pm »

All right, let's see if I can't make something happen.

Start of turn, nothing.

Play Arcane Cadence, revealing five cards (this might take a couple of rerolls)

Rolled 1d30 : 26, total 26

Rolled 1d30 : 25, total 25

Rolled 1d30 : 8, total 8

Rolled 1d30 : 4, total 4

Rolled 1d30 : 16, total 16
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Re: Sentinels of the Multiverse: Round 5 (Argent Adept - ADK)
« Reply #128 on: May 20, 2014, 03:53:54 pm »

Nope, first try!

Play Telamon's Lyra, put Syncopated Onslaught in hand, put Arcane Cadence on top of deck, discard Eydisar's Horn, put Polyphoric Flare on bottom of deck.
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Re: Sentinels of the Multiverse: Round 5 (Argent Adept - ADK)
« Reply #129 on: May 20, 2014, 03:58:08 pm »

Power, use Vocalise on Alacritous Subdominant, put Syncopated Onslaught into play.

End of turn, draw Arcane Cadence

Maybe I'm getting somewhere, maybe I'm just spinning my wheels. We'll see!
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Re: Sentinels of the Multiverse: Round 5 (Villain Turn)
« Reply #130 on: May 20, 2014, 04:16:48 pm »

Fixer redirects (to Plague Rat, presumably?)

Yes, unless we really think villainous weaponry is worth taking out.
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Re: Sentinels of the Multiverse: Round 5 (Argent Adept - ADK)
« Reply #131 on: May 20, 2014, 07:21:45 pm »

Ooh, Syncopated Onslaught's PERFORM on Fanatic/Fixer will be nice.  You need Xu's Bells...

Alright, well...my turn is much simpler.  Time to call down the rain.

Tempest
Start! Nothing
Play! Cleansing Downpour
Power! Everyone regains 2 HP
End! Nothing.

Fanatic's up.
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Re: Sentinels of the Multiverse: Round 5 (Argent Adept - ADK)
« Reply #132 on: May 20, 2014, 07:22:57 pm »

Oops, forgot to Draw!
Rolled 1d29 : 24, total 24

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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #133 on: May 20, 2014, 08:04:33 pm »

Syncopated Onslaught should be in play.
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #134 on: May 21, 2014, 07:24:41 am »

Missed the power phase with everything going on from Arcane Cadence.  It's in play now.
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #135 on: May 21, 2014, 02:48:52 pm »

Okay,

Card: Smite the Transgressor (3 damage)
Power: Exorcism(Plague Rat) (4 damage)
Power: Exorcism(Plague Rat) (4 damage)

I do 10 damage to the plague rat (I think that's what Syncopated Onslaught does), and take 1 damage from infection.

I draw
Rolled 1d30 : 13, total 13
.
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #136 on: May 21, 2014, 02:59:12 pm »

That doesn't work for a couple reasons:
1. He didn't activate Syncopated Onslaught yet.
2. You can't use the same power multiple times in a turn (unless explicitly allowed)

Smite the Transgressor is a card to be used after you get one of your other powers into play.
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #137 on: May 22, 2014, 10:49:13 am »

Then Brutal Censure

Total of 4 damage.

I draw
Rolled 1d30 : 7, total 7
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #138 on: May 22, 2014, 01:04:34 pm »

Updated, Fixer is up.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #139 on: May 23, 2014, 11:39:06 am »

Play dual crowbars, then use strike, dealing 2 damage to Plague Rat and Villainous Weaponry. Draw...

Rolled 1d30 : 11, total 11
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #140 on: May 23, 2014, 11:39:59 am »

Grease Monkey Fist! Another style card. As long as I'm infected, I think it makes sense to prefer driving mantis.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #141 on: May 23, 2014, 12:49:32 pm »

You're not infected...Fanatic is.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #142 on: May 23, 2014, 12:52:02 pm »

Environment Roll:
Rolled 1d11 : 7, total 7
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #143 on: May 23, 2014, 12:55:14 pm »

You're not infected...Fanatic is.

Oh right. Well I'm the next logical choice, right?
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #144 on: May 23, 2014, 12:58:04 pm »

There are no more infections in Plague Rat's Deck.


The hero's Equipment stops working as Martian Dust gets into everything.
Start! Nothing
Play! Pervasive Red Dust
End! Destroy 4 Equipment Cards.  (we only have 3, all are destroyed)

Note: Start of Environment turn will let us destroy the Red Dust by everyone discarding a card.  Then we can each put 1 Equipment Card from our trash into play.

Villain Card 1d14 : 13, total 13
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #145 on: May 23, 2014, 01:01:55 pm »

I was really hoping that wouldn't happen. Oh well.
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Re: Sentinels of the Multiverse: Round 5 (Villain Turn)
« Reply #146 on: May 23, 2014, 01:02:41 pm »


The Massive Rat takes a couple hits, but then charges at the heroes, a mass of claws and teeth lashing out.

Plague Rat
Start! Nothing

Play! Vicious Onslaught Plague Rat deals 3 melee and 3 toxic damage to everyone except Argent Adept.

End! Plague Rat deals 2 damage to everyone. (Fixer redirects to Plague Rat)
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #147 on: May 23, 2014, 01:03:50 pm »

Current Game Summary   
Spreadsheet   
   
Plague Rat   Damage +1
HPs:   47/85
   
Ongoing:   
Infection, Sewer Fiend,
   
Targets:   
   
Argent Adept   
HPs:   10/24
Hand:   7
Discard:   6
Deck Remaining:   25
Ongoing:    
Alacritous Subdominant, Syncopated Onslaught,
   
   
Tempest   
HPs:   9/26
Hand:   9
Discard:   2
Deck Remaining:   28
Ongoing:    
Cleansing Downpour,
   
   
Fanatic   Infected
HPs:   12/30
Hand:   7
Discard:   5
Deck Remaining:   28
Ongoing:    
   
   
Mr. Fixer   Damage +1
HPs:   22/28
Hand:   6
Discard:   4
Deck Remaining:   29
Ongoing:    
Driving Mantis,
   
   
Wagner Mars Base   
Ongoing:   
Pervasive Red Dust,
   
Targets:   
Villainous Weaponry   3/5
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #148 on: May 23, 2014, 01:04:04 pm »

Also how did I get two Arcane Cadences in my hand? I think I should only have one, I put it on top of my deck and drew it at the end of my turn.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #149 on: May 23, 2014, 01:04:49 pm »

You're right, I missed deleting it when you played it.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #150 on: May 23, 2014, 01:10:10 pm »

There are no more infections in Plague Rat's Deck.

Ah, for some reason I thought he had a way of pulling infections from the discard pile, but I see that that's not the case. Interesting. The equipment loss is a bummer but it really seems like smooth sailing from here...
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #151 on: May 23, 2014, 01:12:11 pm »

Alright, well I think I'm going for one more Arcane Cadence and hope for the best.

Play Arcane Cadence

Reveal

Rolled 1d25 : 23, total 23

Rolled 1d25 : 4, total 4

Rolled 1d25 : 25, total 25

Rolled 1d25 : 13, total 13

Rolled 1d25 : 9, total 9
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #152 on: May 23, 2014, 01:21:56 pm »

Play Instrumental Conjuration, putting Musarangi's Harp from trash into play. Put Xu's Bell into hand. Put Inventive Preperation on top of deck. Put Cedistic Dissonant on bottom of deck. Discard Vernal Sonata

POWER: Use Musarangi's Harp to activate the PERFORM and ACCOMPANY of Alacritous Subdominant, playing Xu's Bell and using it's power (destroying Alacritous Subdominant) and then activating the PERFORM and ACCOMPANY of Syncopated Onslaught, increasing damage dealt this turn by Fanatic and Fixer and dealing 1 sonic to Plauge Rat. (woo I did damage!)

End of turn draw Inventive Preperation.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #153 on: May 23, 2014, 02:18:59 pm »

Okay, pretty sure I got all of that right.  A double-check would be good though.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #154 on: May 23, 2014, 02:23:37 pm »

Tempest
Play! Into the Stratosphere: Putting Infection on top of Plague Rat's Deck, and dealing 2 damage to Plague Rat.

Power! Cleansing Downpour, we all regain 2 HP.

Draw!
Rolled 1d28 : 15, total 15


So, Plague Rat will play Infection on his turn, which means that we don't have to worry about him doing anything actually damaging.  Biggest concern will be the environment (might be good to deal with the Villainous Weaponry so that we're recovering HP instead of just not losing on his 2 damage to everyone thing).
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #155 on: May 24, 2014, 05:03:18 am »

Fanatic

Play Brutal Censure: (3 damage)

Use Exorcism: (4(3?) damage)

Draw
Rolled 2d28 : 9, 26, total 35
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #156 on: May 24, 2014, 07:58:12 am »

You get an extra draw from Brutal Censure.  All damage against Plague Rat?
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #157 on: May 24, 2014, 08:33:26 am »

Yes; I drew twice (9, 26)
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Re: Sentinels of the Multiverse: Round 5 (Fanatic - XP)
« Reply #158 on: May 24, 2014, 08:42:21 am »

Also, I'll need everyone to tell me what card they'd like to discard to Pervasive Red Dust...
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #159 on: May 24, 2014, 01:40:32 pm »

Play overdrive, activate strike twice. Draw...

Rolled 1d29 : 19, total 19
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #160 on: May 24, 2014, 01:42:06 pm »

Overdrive! Cool.

I'll discard driving mantis for the dust.
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Re: Sentinels of the Multiverse: Round 5 (Fixer - DSell)
« Reply #161 on: May 24, 2014, 03:28:03 pm »

I'll discard Akpunku's Drum.
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Re: Sentinels of the Multiverse: Round 5 (Environment -Fanatic's Discard)
« Reply #162 on: May 25, 2014, 02:12:01 am »

Discard Chastise.
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Re: Sentinels of the Multiverse: Round 5 (Environment -Fanatic's Discard)
« Reply #163 on: May 25, 2014, 08:13:25 am »

@DSell: You needed to discard a card from hand, not from play.  So Driving Mantis isn't a valid discard.  I took Riveting Crane instead, as it seemed like the most likely alternative.)

Environment Turn
Start! Everyone Discards a card for Pervasive Red Dust. (Akpunku's Drum, Elemental Subwave Inducer, Chastise, and *Riveting Crane*).  Pervasive Red Dust is destroyed, everyone can play an Equipment Card from their Trash.
-Argent Adept plays ???
-Tempest plays Elemental Subwave Inducer
-Fixer plays Dual Crowbars

Play!
Rolled 1d10 : 10, total 10



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Re: Sentinels of the Multiverse: Round 5 (Environment -Fanatic's Discard)
« Reply #164 on: May 25, 2014, 08:18:30 am »

Another Villanous Weaponry, ouch.


The Plague Rat grabs another tool off of the surgical workbench, and turns back on the heroes.
Plague Rat
Start! Nothing

Play! Infection (back on Fanatic?)

End! Plague Rat deals everyone 3 irreducible melee damage.
« Last Edit: May 25, 2014, 08:21:19 am by theorel »
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Re: Sentinels of the Multiverse: Round 5 (Environment -Fanatic's Discard)
« Reply #165 on: May 25, 2014, 08:24:38 am »

Current Game Summary   
Spreadsheet   
   
Plague Rat   Damage +2
HPs:   33/85
   
Ongoing:   
Sewer Fiend, Infection,
   
Targets:   
   

Argent Adept   
HPs:   9/24
Hand:   5
Discard:   10
Deck Remaining:   20
Ongoing:    
Syncopated Onslaught, Musaragni's Harp, Xu's Bell,
   
   
Tempest   
HPs:   8/26
Hand:   7
Discard:   3
Deck Remaining:   28
Ongoing:    
Cleansing Downpour, Elemental Subwave Inducer,
   
   
Fanatic   Infected, Damage +1
HPs:   11/30
Hand:   8
Discard:   6
Deck Remaining:   26
Ongoing:    
   
   
Mr. Fixer   Damage +2
HPs:   21/28
Hand:   5
Discard:   5
Deck Remaining:   28
Ongoing:    
Driving Mantis, Dual Crowbars,
   
   
Wagner Mars Base   
Ongoing:   
   
Targets:   
Villainous Weaponry   3/5
Villainous Weaponry   5/5
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A Drowned Kernel

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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #166 on: May 25, 2014, 10:55:16 am »

For destroying the dust I put Telamon's Lyra into play.

I play Vernal Sonata, each hero heals one HP and may put a card from their discard on top of their deck, I choose Inspiring Supertonic.

For my power I use Xu's Bell, activating the PERFORM and ACCOMPANY of Syncopated Onslaught, increasing the damage dealt by Fantaic and Fixer by 1 this turn and dealing one damage to Plague Rat.

End of turn, draw Inspiring Supertonic.

Tempest, now might be a good time for Flash Flood?
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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #167 on: May 25, 2014, 03:04:21 pm »

Ahh sorry theorel, I meant to discard riveting crane. I keep mixing up those names in my head. Thanks!
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theorel

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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #168 on: May 26, 2014, 10:21:19 pm »

I think wrathful retribution makes us win this turn, right?
Am I missing something?
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A Drowned Kernel

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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #169 on: May 26, 2014, 11:06:55 pm »

It's 20 damage, plus the 4 from his power, putting the rat at 9. Can you and Fixer do that much between the two of you? Seems likely.
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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #170 on: May 26, 2014, 11:11:41 pm »

Yeah, ball lightning+squall is five, fixer can do 4 with overdrive, right?

If that's true, then good game! I don't think I ended up being much of a help, I kept trying to build and build and never really got anywhere. I was turn away from setting up a pretty crazy chain, but man, that's a long time for that payoff.

Also I feel like the lower level villains might be kind of pushovers, if we play another round definitely go for someone more challenging.
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theorel

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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #171 on: May 27, 2014, 07:22:07 am »

Fixer does 6 damage with Overdrive...and Fanatic does 2 extra damage because infection will hit for 2 damage first...so, we've go 4 more damage than needed.
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theorel

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Re: Sentinels of the Multiverse: Round 6 (Argent Adept - ADK)
« Reply #172 on: May 27, 2014, 07:24:19 am »

I'll play out my part, the rest of you can if you'd like :)

Tempest
Start! choose to deal Fire Damage.

Play! Lightning Ball, dealing 4 damage to Plague Rat, and destroying Sewer Fiend.

Power! Squall, dealing 1 damage to everything.

And Fanatic's up.
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XerxesPraelor

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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #173 on: May 28, 2014, 05:37:40 am »

Wrathful Retribution targeting Plague Rat, discarding Divine Sacrifices and Consecrated Ground.
Exorcize the Plague Rat

That's 24 damage, I think.
Fanatic then takes 2 damage from the Infection.
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theorel

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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #174 on: May 28, 2014, 07:35:02 am »

You take the infection damage at the start of your turn (before you play wrathful retribution)...so it's 26 damage.

And Fixer is up while Plague Rat has 1 health left.
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #175 on: May 28, 2014, 12:44:38 pm »

Well, guess I'll overdrive and strike twice!

*cue slow-mo ko sequence*
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #176 on: May 28, 2014, 12:55:17 pm »

FINISH HIM
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theorel

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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #177 on: May 28, 2014, 01:17:14 pm »

And the Plague Rat falls to the ground, with glassy eyes.  His improvised weapons scattered about.

The doors open, and some scientists enter, placing restraints on the Rat, before placing it in a reinforced cage. Meanwhile, the heroes are led away to get some much deserved rest.


Fun game everyone.  I'll open sign-ups for another...I'm thinking a 3 or 4 difficulty advanced villain?  Or is that going too far?
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #178 on: May 28, 2014, 01:23:26 pm »

I'll definitely play another game, I love it!
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #179 on: May 28, 2014, 01:31:40 pm »

If you want to take a break from modding I'd be willing to take over. I'd also play another (harder) villain but if five people want in I can  also just mod.
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #180 on: May 28, 2014, 01:57:03 pm »

I'm kind of busy, so you'll have to find someone else for the next. However, that was really fun, though a little easy.
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #181 on: May 28, 2014, 02:04:46 pm »

I'm happy to mod again, I'd like to get one or two things running more smoothly with the spreadsheets.  But if you want to mod, I won't stop you.
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #182 on: May 28, 2014, 03:13:03 pm »

There's probably not enough interest for two simultaneous games, just thought I'd offer it. Also, I'm pretty sure the level 4 villains are pretty close to impossible on Advanced, so we might want to hold off on that.
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Re: Sentinels of the Multiverse: Round 6 (Fanatic - XP)
« Reply #183 on: May 28, 2014, 09:39:58 pm »

I meant I'd let you take over, if you really wanted to.  (not that I'd have you mod a simultaneous game...)
Anyways, I'll mod the next one, and then you can have the one after that.

So, I'm going to open up a sign-up/pre-game discussion thread, with slots for pops, ADK, and DSell reserved...and we'll see if anyone else wants in this time.
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