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Author Topic: Sentinels of the Multiverse Game 3: Game Over, Heroes curbstomb Matriarch  (Read 28160 times)

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A Drowned Kernel

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This probably won't actually start for a week or two but I thought I would get it off the ground (and get used to the spreadsheets)

Links Condensed:
Game Three Spreadsheet
Rules


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.


This is the third Sentinels of the Multiverse game we'll be playing here at fds. 
First Game Here
Second Game Here

If you'd like to play but don't know anything about the game these will give you the basic idea, also feel free to ask questions!

Rules
Heroes Sheet
Villain Spreadsheet
Environment Spreadsheet

Random heroes seemed like it worked out last time, once we have 5 spots filled (or if we can't get a fifth and decide to start with four) I'll roll them and the players can pick, like in the Omnitron game. I was thinking picking randomly among the level 3 and 4 villains (Citizen Dawn (3), Grand Warlord Voss (3), The Chairman (4), and The Matriarch (4)) unless someone objects or has someone specific they want to play, and then picking randomly between the two environments we haven't seen yet. Right now signups look like:

1. ghostofmars (Ra)
2. chairs (Tachyon)
3. theorel (Nightmist)
4. DSell (Legacy)
5. Kuildeous (Argent Adept)

Again, probably won't start until next week at the earliest, and even then I'm VLA most of next week so it'll be a slow start.
« Last Edit: August 12, 2014, 10:14:50 am by A Drowned Kernel »
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Dsell

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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #1 on: July 03, 2014, 01:01:23 am »

/in but I'll give up my spot to new players.
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #2 on: July 03, 2014, 01:22:51 am »

/in but I'll give up my spot to new players.
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #3 on: July 03, 2014, 11:14:44 am »

I liked the game, but I didn't love it.  I don't think I want to play again
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #4 on: July 03, 2014, 11:25:12 am »

Note: I made some improvements (and bug fixes) to the actual game spreadsheet over the reference sheets.

I think the best way to maintain it is to duplicate the game sheet, and overwrite the text (primarily the decks, but also the powers, hero blocks, and villain blocks) but none of the formulas.  Then change the spreadsheet names (which should automatically update the formulas, I think?)

This is because I did NOT revert the game changes to the reference sheets.
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #5 on: July 13, 2014, 08:24:43 pm »

Now that I'm back from vacation I'm gonna start this up.

Random villain, rolled from the list (in the order I listed them)

Rolled 1d4 : 4, total 4


Five heroes, from the order they appear in the spreadsheet:

Rolled 5d14 : 11, 6, 14, 11, 11, total 53
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #6 on: July 13, 2014, 08:25:58 pm »

Rerolling the 2 11's

Rolled 2d14 : 5, 7, total 12
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #7 on: July 13, 2014, 08:29:32 pm »

For the villain that's The Matriach

For the heroes, that's Legacy, Ra, Tachyon, Argent Adept, and Nightmist.

Once everyone decides who they want to be and what order, we can start.

Also I forgot the environment

Rolled 1d4 : 4, total 4
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #8 on: July 13, 2014, 08:30:09 pm »

Ruins of Atlantis it is!
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Kuildeous

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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #9 on: July 14, 2014, 01:19:52 am »

If I recall, the Matriarch is Tachyon's nemesis, so that'll be interesting.
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theorel

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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #10 on: July 14, 2014, 09:34:32 am »

Order of preference: Nightmist, Tachyon, Argent Adept, Ra, Legacy.
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #11 on: July 14, 2014, 09:39:07 am »

I'm good with any of them, so I'm willing to take whoever is left.
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chairs

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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #12 on: July 14, 2014, 10:22:46 am »

I'd like not-Ra because I want to try a new hero.

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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #13 on: July 14, 2014, 02:05:23 pm »

I'd like not-Ra because I want to try a new hero.

Same here. :)
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #14 on: July 14, 2014, 02:21:28 pm »

Do people want me to remove Ra from the lineup altogether?
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ghostofmars

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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #15 on: July 14, 2014, 03:37:49 pm »

I haven't played Ra so far, so I'm fine with playing him now.
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Re: Sentinels of the Multiverse Game 3: Signups Open!
« Reply #16 on: July 21, 2014, 09:43:26 am »

Any other preferences? I believe that Nightmist and Ra are pretty much spoken for.
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A Drowned Kernel

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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #17 on: July 23, 2014, 01:55:13 pm »

Do you guys just want me to assign them randomly?
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #18 on: July 24, 2014, 12:36:22 am »

I'll take Argent Adept. He's pretty funky but can be fun. But if someone really wants the bard, speak up now or I claim him forever and ever.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #19 on: July 31, 2014, 09:51:15 pm »

Are people still interested in this?
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theorel

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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #20 on: July 31, 2014, 09:58:31 pm »

yep
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #21 on: July 31, 2014, 10:21:46 pm »

Are people still interested in this?

Yes! I am just fine with any random hero.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #22 on: July 31, 2014, 10:28:07 pm »

Do you guys just want me to assign them randomly?

do it.

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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #23 on: July 31, 2014, 11:01:54 pm »

Flipped a coin, Chairs is Tachyon and DSell is Legacy. Once you guys decide an order I'll start it up.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #24 on: August 01, 2014, 12:12:36 am »

One of the very few ways that I've beaten the Matriarch is to prevent her from doing damage so that we can drop her birds without recourse. That should likely happen closer to the beginning of the turn.

Legacy can make other heroes immune to damage, so that's possible.
Tachyon has a way to stop damage being dealt, though if Matriarch has reduction, that can be tricky. Fortunately, Matriarch is Tachyon's nemesis, so that's unlikely to happen.

I suggest putting those two first. Putting Adept third (or even second) could be useful since Adept has a shot at letting another player play a card. This can be really great if someone plays a card shortly before his turn.

For the last two, I suppose placing Ra before Nightmist has the chance of Ra making Nightmist immune to fire damage (that he inflicts) so he can use his power safely. It's a long shot, but I don't see any compelling reason to reverse the order.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #25 on: August 01, 2014, 01:58:48 am »

Sounds good to me.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #26 on: August 01, 2014, 02:26:44 am »

This all sounds great to me too!
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #27 on: August 01, 2014, 07:16:13 am »

Good with that order.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #28 on: August 01, 2014, 10:06:44 am »

So Legacy > Tachyon > Adept > Ra > Nightmist?

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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #29 on: August 01, 2014, 10:59:56 am »

Game Start!

Mask of the Matriarch is put into play.

Each hero draws starting hands.

Legacy:
Rolled 4d40 : 17, 7, 37, 7, total 68

Tachyon:
Rolled 4d40 : 22, 29, 11, 32, total 94

Argent Adept:
Rolled 4d40 : 15, 7, 2, 35, total 59

Nightmist:
Rolled 4d40 : 39, 14, 12, 10, total 75

Ra:
Rolled 4d40 : 12, 12, 14, 6, total 44
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #30 on: August 01, 2014, 11:00:17 am »

Rerolling the double for ra:
Rolled 1d40 : 3, total 3
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #31 on: August 01, 2014, 11:00:39 am »

And legacy:
Rolled 1d40 : 9, total 9
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #32 on: August 01, 2014, 11:08:49 am »

My deck doesn't appear to be showing properly...

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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #33 on: August 01, 2014, 11:16:05 am »

Assuming you're using my sheets, you should just be able to put the card numbers in the hand left-column and it will automatically remove them from the deck lookup, and put the text in the hand place.

You should only ever need to manipulate card numbers, not copy-paste text.

That's why I put the card number next to the card title in the card lookup section...for ease of moving it into hand.
« Last Edit: August 01, 2014, 11:17:14 am by theorel »
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #34 on: August 01, 2014, 11:28:55 am »

I figured there was an easier way to do it, I just couldn't figure it out. That will make things a lot easier...
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #35 on: August 01, 2014, 11:31:33 am »

Matriarch's Turn

Start of Turn: Matriarch gains 2 hp (health is already full).

Plays:
Rolled 1d24 : 17, total 17
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #36 on: August 01, 2014, 11:32:14 am »

Fowl, so she plays another.
Rolled 1d23 : 4, total 4
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #37 on: August 01, 2014, 11:37:37 am »

What's the easiest way to edit the deck?
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #38 on: August 01, 2014, 11:45:29 am »

What kind of edit?
If you're changing a card, then just edit it on the deck sheet.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #39 on: August 01, 2014, 11:54:04 am »

I mean, to change the "current deck".
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #40 on: August 01, 2014, 11:56:03 am »

you meant to put a new deck in?
I would copy and paste the new deck into the deck already in the game spreadsheet.  (only the cards themselves, not the formulas around them)
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #41 on: August 01, 2014, 11:57:35 am »

Oh, you mean to change the current deck on the spreadsheet?  If changing card text change the actual deck list.  i.e. to change Matriarch's "current deck" I would change the Matriarch deck.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #42 on: August 01, 2014, 11:59:27 am »

I mean when a card gets drawn or played and I want to remove it from the "current" deck and change the range of the dice roll, how did you do that? I was copy pasting the text but I think that's screwing things up.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #43 on: August 01, 2014, 12:00:06 pm »

Right, just like with the player sheets, you just put the card number into play, everything updates automatically.

That's why it's at 1d22 now.

If you want to put back card "14", just copy-paste the line above it back in.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #44 on: August 01, 2014, 12:01:17 pm »

ah, it's not updating correctly it looks like...
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #45 on: August 01, 2014, 12:04:05 pm »

So, something is wrong with the In Hand/Discard column on Matriarch's deck.  It says FALSE for everything, but it should say TRUE for the cards in play.

Maybe try refreshing it?  (I've noticed a couple times that Google-docs formulas don't update properly).  To do so, delete the formula and undo.  (the formulas look right to me, except that it only includes the first column of cards, and not the second)
« Last Edit: August 01, 2014, 12:06:53 pm by theorel »
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #46 on: August 01, 2014, 12:06:49 pm »

Okay I'll try that.

Sorry about this guys, I thought I had this figured out but apparently not.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #47 on: August 01, 2014, 12:07:27 pm »

edited my comment, to include bit about refreshing...I think after you posted.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #48 on: August 01, 2014, 12:09:00 pm »

Sorry the sheets aren't easier to use.  Making things for yourself, it just all seems so natural :)
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #49 on: August 01, 2014, 12:10:43 pm »

There we go. I think I just screwed things up too much, I had to recopy the page from the villians sheet and it worked. I'll do something similar for all the heroes when I update them on their turns.

Continuing! Mask of the Matriarch uses its power, so
Rolled 1d22 : 11, total 11
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #50 on: August 01, 2014, 12:12:37 pm »

Darken the Skies. No fowl in the discard so nothing happens.

End of Villain Turn: No effects.

Legacy is up!
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #51 on: August 01, 2014, 12:40:35 pm »

I just noticed that none of the cards of the matriarch are labeled as "ongoing" cards. If that's indeed the case, then Drawn to the flame is useless.

Hence, I will probably pass my first turn to get some better cards, because at the moment the one-shots aren't any good either.
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #52 on: August 01, 2014, 01:11:15 pm »

Ok, do we want to focus on building up at first or should we try to take out some of her more annoying cards before the villain turn?

I thought I knew what I wanted to do but I think we could benefit from some planning.

Edit: Essentially, my choices are to do damage immediately with Flying Smash, working towards destroying the Mask and Carrion Fields quickly; Legacy Ring to boost everyone else's damage capability big time (Since I'm already using my power once, I'm leaning against this); or just start building up now by playing Danger Sense and becoming immune to Environment Damage.
« Last Edit: August 01, 2014, 01:13:57 pm by Dsell »
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Re: Sentinels of the Multiverse Game 3: Pregame
« Reply #53 on: August 01, 2014, 10:28:42 pm »

Okay, well, let's talk some general strategy.
1. Mask of the Matriarch.
This thing has 9 HPs.  There are 2 of her 7 non-fowl cards remaining in her deck that bring it back into play.  It restores 2HP every turn and plays an extra villain card.
So, if we destroy it there's about a 1/3 chance she gets it back.  Is it worth it to really go after this, or would it be better just to leave it be?

With mask in play, she flips every ~5 turns.  When she flips the first time she'll regain 2 HP per bird we've killed (since they just got reshuffled into the deck).

With mask out of play it can take as much as 10 turns to flip.

Damage reduction of 2 can block basically all damage we receive (unfortunately we have extremely little damage reduction... we really need Argent Adept's Counterpoint Bulwark)  Damage Reduction of 1 covers a lot of it.  Especially destroying fowls after she flips the first time.

So, let's see...let's do a worst-case scenario for damage received by the time she flips if we kill no birds.
That would be all birds come out next turn, then we wait 3 turns for her to flip...
Rooks: 6 damage per turn to highest HP=18 total damage (if evenly spread, ~4 damage/hero)
Jackdaws: 3 damage per turn to everyone=9 total to everyone
Cacophony: 6 damage to everyone
Vultures: 6 damage per turn to lowest HP=18 total damage (if evenly spread ~4 damage/hero)
Crows/Ravens: 6 damage to all but 1=36 damage total (if evenly spread ~7damage/hero)
That comes to about 30 damage per hero.  Which kills everyone.

Of course, that's the worst-case scenario...probably if we ignore the birds we'll suffer about half that, which is still rough without healing/Damage Reduction.

IF after she flips we can have the Counterpoint Bulwark out, and if Tachyon had some Accelerated/Hypersonic assaults, we might be able to really control the battlefield for that time...which could be long enough to take her out.  I dunno if we can weather the storm to make it to that point though (a lot will probably depend on her draws).

Anyways, in summary: the idea would be, just hit her/build up/take out the non-mask cards until she flips.  Then take out the mask, and all the birds while we pound on the matriarch with what we've got and try to keep the lowest HP hero protected (ideally with damage reduction).

Thoughts?
« Last Edit: August 01, 2014, 10:32:19 pm by theorel »
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Re: Sentinels of the Multiverse Game 3: Legacy (DSell)
« Reply #54 on: August 02, 2014, 02:07:47 am »

Between using Legacy Ring and Inspiring Supertonic from Adept, Galvanize can boost Nightmist and Ra by 3 damage per attack per target. That's pretty decent, especially with Flame Spike allowing Ra to attack thrice in a turn.

The drawback to this is that this really really messes with Nightmist damaging herself...Oblivion is excellent though!

It's obviously important that we coordinate when I use Galvanize and when you guys do your heavy hitting attacks.
« Last Edit: August 02, 2014, 02:09:57 am by Dsell »
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Re: Sentinels of the Multiverse Game 3: Legacy (DSell)
« Reply #55 on: August 02, 2014, 09:26:58 am »

I personally feel like our best bet here is to just keep belting out damage against her adds, including the mask.  With what's in play right now, maybe the Carrion Fields should be priority?

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Re: Sentinels of the Multiverse Game 3: Legacy (DSell)
« Reply #56 on: August 02, 2014, 09:27:53 am »

Also, I think we should drop the mask quickly - I don't think the flip is beneficial to us.

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Re: Sentinels of the Multiverse Game 3: Legacy (DSell)
« Reply #57 on: August 02, 2014, 10:02:01 pm »

I'm really not sure what the ideal thing to do here is, but I don't want to hold things up any longer.

For now I'm gonna just take the safe route and play Danger Sense, use Galvanize, and draw...

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Re: Sentinels of the Multiverse Game 3: Legacy (DSell)
« Reply #58 on: August 02, 2014, 10:03:17 pm »

Next Evolution. Which, wow, is pretty great against the Fowls.
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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #59 on: August 04, 2014, 03:38:30 pm »

Bump for Tachyon.
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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #60 on: August 04, 2014, 04:02:25 pm »

yeah, to be clear, I'm not sure what's ideal...and I don't know that matriarch flipping is beneficial, so much as:
having fowls in the discard when it happens is detrimental.
killing the mask just for it to bounce back immediately, seems like a waste.

BUT if the mask is in the discard when she reshuffles, then it's dead until drawn.  And if we avoid killing fowls then she doesn't heal after she flips.

I mean, she's flipping in 8 turns even if we kill the mask all 3 times we have to (and assuming that if she plays the mask off of Darken the Sky she doesn't get an immediate draw).  Of course, maybe that's good enough, and we can dish out that kind of damage.  I'm worried that she'll flip in like 6 turns and then regain like 30HPs over the next 3 turns.
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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #61 on: August 04, 2014, 05:16:28 pm »

Fair enough.  Tachyon just doesn't feel like a "build-up" hero the way, say, Ra or Fixer do.

I don't have a hand to play yet though in the spreadsheet.

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #62 on: August 04, 2014, 05:19:57 pm »

Whoops, was looking at Heroes spreadsheet.

I'll Play: Hud Goggles.

I assume this gives me its ability to play an additional card immediately, but I'm not sure what to play.  Should I drop research grant and power it, discarding (probably) nimble strike? Should I kill the fowl at the cost of carrion fields damage? or should I Nimble Strike the Fields so we can start plinking it in hopes of disabling it before we start on birds?

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #63 on: August 04, 2014, 09:13:55 pm »

You can play another card immediately.
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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #64 on: August 04, 2014, 09:55:35 pm »

play: nimble strike targeting carrion fields.

and uh...

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #65 on: August 04, 2014, 09:56:00 pm »

Sweet, synaptic interruption!

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #66 on: August 04, 2014, 10:09:38 pm »

Tachyon deals 2 Damage to Carrion Fields

You still have your Power and your end of turn draw.
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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #67 on: August 05, 2014, 12:35:42 am »

I guess I'll pass on my power. Drew already.

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #68 on: August 05, 2014, 12:42:18 am »

You get a draw for synaptic interruption in addition to your draw for the turn. You can still use your power and then draw.
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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #69 on: August 05, 2014, 10:04:24 am »

Argh, I'm the fastest woman on Earth and I'm slowing this game down!

Uhm, let's use my power then.

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #70 on: August 05, 2014, 10:05:18 am »

Hmm, I think I want that Hypersonic Assault (damage reduction!) so I'm not going to discard it, which means I draw it.

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #71 on: August 05, 2014, 10:07:00 am »

Tangential to this turn: My "number of burst cards in trash" count on the spreadsheet should be 1, but is counting as 0.

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Re: Sentinels of the Multiverse Game 3: Tachyon (chairs)
« Reply #72 on: August 05, 2014, 10:10:30 am »

Argent Adept is up!
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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #73 on: August 05, 2014, 11:41:02 am »

I have some great options available to me. I could do my search for cards, but I have some cards to make things interesting now, so I'll hold off on that.

I can play a song that lets someone use a power right now and a song that lets someone play a card right now. I intend to put one out.

My initial thought is to let Legacy play his Flying Smash so he can deal some damage to the three biggest targets. As a bonus, he benefits from his own Galvanize.

Alternative uses would be:
Let Legacy Galvanize again, which will pump up even more the damage of Nightmist (yay?) and Ra (yay!).
Get my song out and then play my hunting card. Nice card management, but it's building only me up.
Let Nightmist play Heedless Lash to possibly get another card into play. Galvanize is not her friend right now.

So unless I hear a compelling argument against it, I intend to play Alacritous Subdominant and then power it up with Legacy as the target.
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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #74 on: August 05, 2014, 11:43:55 am »

And barring any opposition, I want to ensure that DSell is cool with the idea. I'm not going to use a power on him if he feels he shouldn't play that card yet. So I won't confirm until I at least get a thumbs up from DSell.
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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #75 on: August 05, 2014, 01:46:11 pm »

*gives a thumbs up*
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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #76 on: August 05, 2014, 03:21:58 pm »

Play Alacritous Subdominant and then power it up with Legacy as the target.

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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #77 on: August 05, 2014, 03:23:21 pm »

Legacy you're okay with Flying Smash?
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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #78 on: August 05, 2014, 03:34:49 pm »

If so Nightmist is up, the Matriarch, the Mask and the Fields all take four damage.
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Re: Sentinels of the Multiverse Game 3: Argent Adept (Kuildeous)
« Reply #79 on: August 05, 2014, 03:43:14 pm »

Legacy you're okay with Flying Smash?

Yes, definitely. I agree with those targets, but in that situation would I choose the targets or Argent Adept?
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #80 on: August 05, 2014, 03:44:35 pm »

You would, I was just trying to keep things rolling. If you'd like to me to wait for you for things like that in the future I will.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #81 on: August 05, 2014, 03:47:22 pm »

You would, I was just trying to keep things rolling. If you'd like to me to wait for you for things like that in the future I will.

Not at all, I am just trying to get a hold of the finer points of the rules. If I disagree with something, I'll say so.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #82 on: August 05, 2014, 04:07:05 pm »

Yeah, I almost announced what was going to happen, but I decided against it since we didn't establish a rule like that.

Since the Argent Adept allows people to do things out of turn, I'll try to clarify that on my turn when I do use a power like that so we can minimize downtime.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #83 on: August 05, 2014, 04:36:52 pm »

Let's do a Heedless Lash...
Rolled 1d36 : 32, total 32
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #84 on: August 05, 2014, 04:38:57 pm »

That's Scouring Mists: 3...
Deal myself and Carrion Fields 4 damage each.
And let's put that into play too.

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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #85 on: August 05, 2014, 04:46:05 pm »

Tome of Elder Magic 4....
Okay, so I take 5 damage (ouch...)
I do 3 damage to Matriarch, her Mask, and the Fields...

I think I should kill the Vultures?  Then either Legacy can take 4 damage or, Legacy could take 3 and Ra could take 1 depending on how we order the 1 from the fields and 3 from matriarch.

Also, glancing over the Environment, those birds are going to be dropping quick.

Finally, Ra: if you don't pass your turn, you could take down both the Mask and the Fields...They have 2HP left each.

Now, should I take 3 damage to draw 2 cards? hmm....I've taken 9 damage, putting me at 18 health.  No, I think I'll use next turn to get out the tome and draw a spell.  So, normal draw:
Rolled 1d36 : 30, total 30
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #86 on: August 05, 2014, 05:00:26 pm »

Let's spread the damage between myself and Ra. I don't know if it'll make sense for me to use Inspiring Presence right away (the sooner I can get Legacy Ring and Next Evolution and become nearly immune to damage, the better), but if I do use it, it'll be better to get the maximum healing from it.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #87 on: August 05, 2014, 05:18:24 pm »

Let's spread the damage between myself and Ra.
I'm fine with that.

Finally, Ra: if you don't pass your turn, you could take down both the Mask and the Fields...They have 2HP left each.
Let's do that
Card: Flame Spike for 1+1 damage to kill the mask
Power: Hero power for 2+1 damage to kill the fields
Draw:
Rolled 1d36 : 21, total 21
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #88 on: August 05, 2014, 05:19:51 pm »

Living Conflagration, nice :)
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #89 on: August 05, 2014, 05:39:49 pm »

Environment Turn!

Start of Turn: Nothing happens.

Draw:
Rolled 1d15 : 7, total 7
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #90 on: August 05, 2014, 05:40:47 pm »

End of Environment Turn: Mystical Defenses deals all targets 2 Damage.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #91 on: August 05, 2014, 05:42:07 pm »

Matriarch's Turn!

Start of Turn: Nothing.

Draw:
Rolled 1d21 : 16, total 16
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #92 on: August 05, 2014, 05:42:54 pm »

Fowl.

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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #93 on: August 05, 2014, 05:43:25 pm »

Fowl.

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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #94 on: August 05, 2014, 05:43:54 pm »

Fowl.

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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #95 on: August 05, 2014, 05:45:26 pm »

End of Villain Turn: Nothing happens.

Legacy's turn. Galvanize wears off.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #96 on: August 05, 2014, 06:01:42 pm »

End of Environment Turn: Mystical Defenses deals all targets 2 Damage.

I think I took damage from this, but I should be immune.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #97 on: August 05, 2014, 06:15:44 pm »

Man, I can see arguments for playing any of these cards.

Inspiring Presence - Heals us all a bit and gives us a permanent boost to damage. Kinda bad for Nightmist, great for everyone else.

Next Evolution - More Selfish, but this gives me the option to protect myself from projectile damage, which makes me immune to everything except Carrion Fields and Horrid Cacophony. Once I get the Legacy Ring into play, I can protect myself and use Galvanize as well. So...

Legacy Ring - Also an option. Would let me Galvanize twice this turn, great if we want to do lots of damage this turn. Also sets me up for the Next/Ring combo.
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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #98 on: August 05, 2014, 06:22:56 pm »

Ok, I think it makes the most sense to use Inspiring Presence now. I'm not low on HP, and the fowl will get worse. Then Galvanize, then draw...

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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #99 on: August 05, 2014, 06:24:51 pm »

Take down! Also seems good, can give us an extra turn before a flip.
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #100 on: August 05, 2014, 08:23:05 pm »

I could play Synaptic Interruption here, or prevent damage occurring next turn with Hypersonic assault (though I feel like we want to use that more as a trump card later, maybe?).  I could go ahead and get my Research Grant out and start power-drawing my deck.

I think synaptic interruption is my best call here.  Hypersonic Assault will lead to a bunch of ongoing/equipment destruction, research grant is maybe a good choice but i'm not sure how useful sifting will be for me..

Thoughts?

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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #101 on: August 05, 2014, 08:33:42 pm »

I'd definitely save Hypersonic Assault for emergencies since it will take out all of the fowl in play. I'm not sure what you mean about it causing ongoing/equipment destruction though?

Also, Research Grant is more than sifting, it's extra draw, which is pretty strong considering the composition of your deck, which lets you play extra cards and get some nice bonuses for certain cards being in the trash. I'd say Research Grant is a lot better than Rapid Recon.

Edit: It might sound like I'm trying to dissuade you from using Synaptic Interruption here, which I don't mean to do. It's probably a good choice in case of Hallway Collapse, etc.
« Last Edit: August 05, 2014, 08:40:10 pm by Dsell »
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #102 on: August 05, 2014, 09:10:09 pm »

I'd definitely save Hypersonic Assault for emergencies since it will take out all of the fowl in play. I'm not sure what you mean about it causing ongoing/equipment destruction though?

Also, Research Grant is more than sifting, it's extra draw, which is pretty strong considering the composition of your deck, which lets you play extra cards and get some nice bonuses for certain cards being in the trash. I'd say Research Grant is a lot better than Rapid Recon.

Edit: It might sound like I'm trying to dissuade you from using Synaptic Interruption here, which I don't mean to do. It's probably a good choice in case of Hallway Collapse, etc.

The concern I have is specifically that killing Fowls currently causes ongoing/equipment destruction or psychic damage (see Matriarch).

Fair enough.  I'll Play: Research Grant and Power: Research Grant

Rolled 2d36 : 18, 24, total 42

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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #103 on: August 05, 2014, 09:12:11 pm »

Hmm, so Lightspeed Barrage and Quick Insight.

I'll discard Quick Insight, and then draw

Rolled 1d36 : 36, total 36

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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #104 on: August 05, 2014, 09:12:33 pm »

LOL I misread 34 as 36..

Rolled 1d34 : 29, total 29

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Re: Sentinels of the Multiverse Game 3: Nightmist (Theorel)
« Reply #105 on: August 05, 2014, 09:14:23 pm »

Man, I can see arguments for playing any of these cards.

Inspiring Presence - Heals us all a bit and gives us a permanent boost to damage. Kinda bad for Nightmist, great for everyone else.

Next Evolution - More Selfish, but this gives me the option to protect myself from projectile damage, which makes me immune to everything except Carrion Fields and Horrid Cacophony. Once I get the Legacy Ring into play, I can protect myself and use Galvanize as well. So...

Legacy Ring - Also an option. Would let me Galvanize twice this turn, great if we want to do lots of damage this turn. Also sets me up for the Next/Ring combo.
You can't use the same power twice in one turn.  So, you should definitely play Next Evolution before Legacy Ring.
You'll also not be immune to Matriarch's Psychic damage (when we kill fowls).
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #106 on: August 05, 2014, 09:21:00 pm »

The concern I have is specifically that killing Fowls currently causes ongoing/equipment destruction or psychic damage (see Matriarch).

You'll also not be immune to Matriarch's Psychic damage (when we kill fowls).

Right and right. Totally forgot about that very key line on her character card. But as long as I have the most HP, I can absorb all of the damage when you use Hypersonic Assault (assuming I have Next Evolution out).
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #107 on: August 05, 2014, 09:23:47 pm »


The concern I have is specifically that killing Fowls currently causes ongoing/equipment destruction or psychic damage (see Matriarch).

For when you eventually do use Hypersonic Assault.  If you deal damage to Matriarch first, then she can't deal damage until the start of your next turn.  Which means that she doesn't deal damage for destroyed fowls in particular.  This makes it way better than accelerated assault.

As far as sifting your deck goes, one big advantage to doing so, is getting burst cards in your discard.  If you can manage to find lightspeed barrage as well, with all the other cards in discard you could deal 22 damage with each of the 3 barrages.  Let's see, with 2 card plays per turn, galvanize, inspiring presence, and nemesis bonus, that's 50 max damage in one turn, which is almost all of her current HP.  With a bit of recursion and extra card plays from Argent Adept, that could easily finish Matriarch.

Not sure it's feasible (or necessary) to get it that high...but that's the big card to take advantage of your card sifting.  (dealing 3 damage to 10 or so targets isn't bad, but 1 damage to everyone is good enough here).
« Last Edit: August 05, 2014, 09:28:25 pm by theorel »
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #108 on: August 05, 2014, 09:26:21 pm »

@ADK: my second tome of magic should be in the trash (from Scouring Mists)
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #109 on: August 05, 2014, 09:28:46 pm »

Incidentally, is there a way to look up a card's number other than looking at the deck sheet?
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theorel

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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #110 on: August 05, 2014, 09:38:03 pm »

If you look at the last game spreadsheet...I changed the "current deck" name column to include the card number, because there was no good way to do that.  As it stands, I'm not sure the easiest way to implement that or something similar.
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #111 on: August 06, 2014, 12:45:21 am »

So I believe Tachyon is done then? Unless I'm missing something.

I'll play my 5-card Monty: Arcane Cadence.

One thing I noticed is that if I let Legacy play his Take Down card, then he gets all the benefit and none of the drawbacks. I figure this turn is as good as any to play it, but if you want me to hold off on that, DSell, let me know.

And things may change depending on the five cards I get. I hate playing this card, but it's so useful. And it's not like I'm hogging the time in an IRL game sorting through my cards.

Rolled 5d35 : 14, 22, 4, 13, 18, total 71
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #112 on: August 06, 2014, 01:01:13 am »

My choices are:
Arcane Cadence
Instrumental Conjuration
Instrumental Conjuration
Inventive Preparation
Rhapsody of Vigour

In hand: Arcane Cadence
Discard: Instrumental Conjuration
Bottom: Inventive Preparation
Top: Rhapsody of Vigour
Play: Instrumental Conjuration

Search for Musaragni's Harp and put it into play.

I should now have 31 cards in my deck since I drew one, discarded one, and played two. As a result of finding the instrument, I draw a card (after the shuffle unfortunately).
Rolled 1d31 : 25, total 25


Do we want Legacy to do a Take Down?
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #113 on: August 06, 2014, 01:11:30 am »

One thing I noticed is that if I let Legacy play his Take Down card, then he gets all the benefit and none of the drawbacks. I figure this turn is as good as any to play it, but if you want me to hold off on that, DSell, let me know.

Great find! Do it.
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #114 on: August 06, 2014, 01:55:55 am »

You draw for the end of your turn, and then it's Nightmist.

Rolled 1d30 : 9, total 9
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #115 on: August 06, 2014, 05:32:00 am »

Play: Tome of Elder Magic
Power: Draw a Spell
first spell 8d33 : 20, 1, 29, 17, 25, 7, 5, 31, total 135

draw after spell 1d33 : 24, total 24
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Re: Sentinels of the Multiverse Game 3: Round 2, Tachyon (chairs)
« Reply #116 on: August 06, 2014, 05:33:12 am »

That's Mistbound(1), and Oblivion(1)
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #117 on: August 06, 2014, 11:11:02 am »

Ra's turn.
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #118 on: August 06, 2014, 01:43:55 pm »

Atlantis will destroy all the fowls, so that we will have to deal with 3 x 3 psychic damage. Perhaps we can engineer legacy to be the most HP hero for future turns, so that we can ignore that damage once he has Next Evolution in play.

For now, I think because the fowls will die anyway and the cohort cannot be destroyed, I'll just inflict damage to the Matriarch.

Card: play living conflagration, deal Matriarch 2+2 fire damage
Power: living conflagration, deal Matriarch 1+2 fire damage
Draw two cards (first two unique)
Rolled 5d35 : 20, 34, 7, 13, 2, total 76
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #119 on: August 06, 2014, 02:32:14 pm »

 We're not playing on Advanced so the Cohort isn't indestructible, is that still how you want your turn to go?
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #120 on: August 06, 2014, 02:45:36 pm »

Also I haven't been doing this:

Current Game Summary:
Spreadsheet

Matriarch: +1 Damage to Tachyon, Villain Cards Cannot Be Played
HP: 54/70 Highest HP Villain Target

Minions:
Murder of Crows
Unkindness of Ravens
Clattering of Jackdaws
Huginn

Legacy (Dsell) +2 Damage (Highest HP Hero Target)
HP: 30/32
Hand: 2
Discard: 1
Deck: 34
Ongoing:
Danger Sense, Inspiring Presence, Take Down

Tachyon +2 Damage, +1 Damage to Matriarch(Chairs)
HP: 26/27
Hand: 5
Discard: 2
Deck: 31
Ongoing:
HUD Goggles, Research Grant

Argent Adept +2 Damage (Kuildeous)
HP: 23/24
Hand: 6
Discard: 3
Deck: 29
Ongoing:
Alacritous Subdominant, Musaragni's Harp

Nightmist +2 Damage (Theorel) (Lowest HP Hero Target)
HP: 17/27
Hand: 5
Discard: 3
Deck: 31
Ongoing:
Tome of Elder Magic

Ra +2 Damage (ghostofmars)
HP: 28/30
Hand: 5
Discard: 1
Deck: 33
Ongoing:
Living Conflagration

Ruins of Atlantis
 Mystical Defenses 15/15
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ghostofmars

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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #121 on: August 06, 2014, 02:51:37 pm »

We're not playing on Advanced so the Cohort isn't indestructible, is that still how you want your turn to go?
Yes, I stick to my choices.
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #122 on: August 06, 2014, 02:56:06 pm »

I'm assuming that if I discarded Take Down to Huginn, Matriarch would be able to draw cards for her turn.

Edit: Which means it's probably not ideal. If Take Down does remain in play, it stops Muninn from entering play in addition to the regular card draw.
« Last Edit: August 06, 2014, 02:58:42 pm by Dsell »
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #123 on: August 06, 2014, 03:46:25 pm »

I'll note that Huginn only puts Munnin into play from discard.
But, it's probably not worth it to let Matriarch play cards anyways...
We should decide which ongoing/equipment is most discard-able, and make sure to take out Huginn next turn.

I could also block the villain deck next turn again.

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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #124 on: August 06, 2014, 03:52:39 pm »

Environment Turn

Start: Nothing

Play:
Rolled 1d14 : 14, total 14
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #125 on: August 06, 2014, 03:56:23 pm »

End of Turn: Someone can discard their hand to destroy the Toxic Seaweed if they want.

Mystic Defenses deals two damage to all targets. Three fowl die, so the Matriarch deals damage/destroys cards. If no destroys a card, she'll deal 4 to Legacy and 2 to Ra.
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #126 on: August 06, 2014, 04:05:16 pm »

I'll note that Huginn only puts Munnin into play from discard.
But, it's probably not worth it to let Matriarch play cards anyways...
We should decide which ongoing/equipment is most discard-able, and make sure to take out Huginn next turn.

I could also block the villain deck next turn again.

Is "puts into play" distinct from "played" in this situation? I thought Take Down would block both instances.

I think we should probably just take the damage from Matriarch, especially since we're already losing a card to Huginn.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #127 on: August 06, 2014, 04:08:37 pm »

Unless you for some reason decide to sacrifice Take Down to Huninn, all that's happening on the Matriarch's turn is that he makes you destroy an Ongoing/Equipment, so we can go right Legacy once you decide what you're giving up and whether someone wants to discard for the seaweed.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #128 on: August 06, 2014, 04:19:38 pm »

Suffice it to say that Argent Adept isn't too keen on losing anything. When the health pools get too far down will be a tough decision. At least Matriarch isn't hurting Tachyon.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #129 on: August 06, 2014, 04:26:21 pm »

Has the damage for Mystical Defenses been done yet? I'm trying to figure out what the HP totals will be after dealing the damage from the Matriarch. If environment damage has been done already, it looks like Tachyon, Ra, and myself will all be tied at 24?

Edit: And if we are all tied, we can choose any one of us to lose a card. I think discarding Danger Sense or Living Conflagration makes the most sense. Maaaaaaybe Research Grant.
« Last Edit: August 06, 2014, 04:28:43 pm by Dsell »
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #130 on: August 06, 2014, 04:32:24 pm »

End of Turn: Someone can discard their hand to destroy the Toxic Seaweed if they want.
We should probably get rid of the Seaweed. 4 damage per power use is just nasty.

If no destroys a card, she'll deal 4 to Legacy and 2 to Ra.
Shouldn't that be 6 and 3 damage (H - 2 = 3)?

Has the damage for Mystical Defenses been done yet? I'm trying to figure out what the HP totals will be after dealing the damage from the Matriarch. If environment damage has been done already, it looks like Tachyon, Ra, and myself will all be tied at 24?
Huninn does not specify hero with most HP.

Edit: And if we are all tied, we can choose any one of us to lose a card. I think discarding Danger Sense or Living Conflagration makes the most sense. Maaaaaaybe Research Grant.
I could discard Living Conflagration to Huninn, because I have another one in my hand.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #131 on: August 06, 2014, 04:42:21 pm »

Has the damage for Mystical Defenses been done yet? I'm trying to figure out what the HP totals will be after dealing the damage from the Matriarch. If environment damage has been done already, it looks like Tachyon, Ra, and myself will all be tied at 24?
Huninn does not specify hero with most HP.

Ah, you're right. I misinterpreted ADK's "we can go right Legacy once you decide what you're giving up" as talking to me. Didn't double check.

Edit: And if we are all tied, we can choose any one of us to lose a card. I think discarding Danger Sense or Living Conflagration makes the most sense. Maaaaaaybe Research Grant.
I could discard Living Conflagration to Huninn, because I have another one in my hand.

That's perfect then.

If someone is going to discard their hand, it should be me since I have way fewer cards than anyone else. But I also have many fewer opportunities to draw and I have some excellent cards right now. Still, I could pass my turn to draw and if anything super great comes up, the Adept could let me play it on his turn. Also, I am immune to damage from the seaweed.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #132 on: August 06, 2014, 05:06:46 pm »

Has the damage for Mystical Defenses been done yet? I'm trying to figure out what the HP totals will be after dealing the damage from the Matriarch. If environment damage has been done already, it looks like Tachyon, Ra, and myself will all be tied at 24?

Edit: And if we are all tied, we can choose any one of us to lose a card. I think discarding Danger Sense or Living Conflagration makes the most sense. Maaaaaaybe Research Grant.

I've already put in the damage for the Defenses. ghost is right, it'll be 6 and 3 damage, not 4 and 2. That means that Legacy will be at 25, then Ra will be at 23, then Legacy will be at 22, so Tachyon will become the highest HP hero.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #133 on: August 06, 2014, 05:12:07 pm »

Has the damage for Mystical Defenses been done yet? I'm trying to figure out what the HP totals will be after dealing the damage from the Matriarch. If environment damage has been done already, it looks like Tachyon, Ra, and myself will all be tied at 24?

Edit: And if we are all tied, we can choose any one of us to lose a card. I think discarding Danger Sense or Living Conflagration makes the most sense. Maaaaaaybe Research Grant.

I've already put in the damage for the Defenses. ghost is right, it'll be 6 and 3 damage, not 4 and 2. That means that Legacy will be at 25, then Ra will be at 23, then Legacy will be at 22, so Tachyon will become the highest HP hero.

Oh, it looks like maybe you gave me damage for Defenses when I should be immune. Sorry I didn't notice sooner. It'll still be me taking 6, Ra taking 3, but Tachyon and I will be tied after all's said and done.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #134 on: August 06, 2014, 05:16:13 pm »

Sorry I keep forgetting about that, you're right.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #135 on: August 06, 2014, 06:16:26 pm »

So, what do you guys think? Should I discard my hand and just draw this turn? Or should I play? My cards are strong but my hand is small.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #136 on: August 06, 2014, 06:37:07 pm »

What's causing the discard?

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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #137 on: August 06, 2014, 06:47:49 pm »

What's causing the discard?

Optional discard to eliminate the Toxic Seaweed. It'll cause the rest of you to take serious damage when you use powers. If anyone else has a hand that's either not useful or is easily replenished, speak up. I think we should probably discard, and probably it should be me, but I hate to get rid of these cards.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #138 on: August 06, 2014, 07:27:57 pm »

If it mollifies you, Dsell, I have four copies of Vernal Sonata in my deck, which allows each player to top-deck a card from their discard.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #139 on: August 06, 2014, 09:09:14 pm »

Ok. I'm mollified. :) I'll discard my hand at the end of the environment turn to destroy Toxic Seaweed.

Pass my turn to draw 3.

Rolling 5, first 3 unique.
Rolled 5d34 : 21, 20, 5, 14, 1, total 61
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #140 on: August 06, 2014, 09:10:44 pm »

2x Motivational Charge and Bolster Allies.
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #141 on: August 06, 2014, 09:49:26 pm »

But, it's probably not worth it to let Matriarch play cards anyways...
We should decide which ongoing/equipment is most discard-able, and make sure to take out Huginn next turn.

I could also block the villain deck next turn again.

Is "puts into play" distinct from "played" in this situation? I thought Take Down would block both instances.

I think we should probably just take the damage from Matriarch, especially since we're already losing a card to Huginn.
Huginn only puts Muninn into play from discard.  So it doesn't matter that you block it, it can't happen because Muninn isn't in the discard.  I have no idea though if "play" and "put into play" are distinct, we might need to know that at some point.
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #142 on: August 06, 2014, 09:53:55 pm »

Ok. I'm mollified. :) I'll discard my hand at the end of the environment turn to destroy Toxic Seaweed.

Pass my turn to draw 3.

Rolling 5, first 3 unique.
This dice roll may have been tampered with!
Rolled 5d34 : 21, 20, 5, 14, 1, total 61

Why did you draw 3?  Passing only makes you draw 2, right?
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #143 on: August 06, 2014, 09:57:03 pm »

But, it's probably not worth it to let Matriarch play cards anyways...
We should decide which ongoing/equipment is most discard-able, and make sure to take out Huginn next turn.

I could also block the villain deck next turn again.

Is "puts into play" distinct from "played" in this situation? I thought Take Down would block both instances.

I think we should probably just take the damage from Matriarch, especially since we're already losing a card to Huginn.
Huginn only puts Muninn into play from discard.  So it doesn't matter that you block it, it can't happen because Muninn isn't in the discard.  I have no idea though if "play" and "put into play" are distinct, we might need to know that at some point.

Oh right, silly me. Sheesh, I need to pay closer attention here.

Also, I managed to get a copy of this game for cheap, so next week I'll have this game in person!
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Re: Sentinels of the Multiverse Game 3: Round 3, Legacy (Dsell)
« Reply #144 on: August 06, 2014, 09:58:15 pm »

Ok. I'm mollified. :) I'll discard my hand at the end of the environment turn to destroy Toxic Seaweed.

Pass my turn to draw 3.

Rolling 5, first 3 unique.
This dice roll may have been tampered with!
Rolled 5d34 : 21, 20, 5, 14, 1, total 61

Why did you draw 3?  Passing only makes you draw 2, right?

Oh shoot, I thought it was 3 but didn't check. In that case I just drew 2x Motivational Charge...
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Re: Sentinels of the Multiverse Game 3: Round 2, Ra (ghostofmars)
« Reply #145 on: August 06, 2014, 10:57:39 pm »

Current Game Summary:
Spreadsheet

Matriarch: +1 Damage to Tachyon
HP: 52/70 Highest HP Villain Target

Minions:
Huginn 5/7

Legacy (Dsell) +1 Damage (Highest HP Hero Target)
HP: 24/32
Hand: 2
Discard: 3
Deck: 32
Ongoing:
Danger Sense, Inspiring Presence, Take Down

Tachyon +1 Damage, +1 Damage to Matriarch(Chairs) (Highest HP Hero Target)
HP: 24/27
Hand: 5
Discard: 2
Deck: 31
Ongoing:
HUD Goggles, Research Grant

Argent Adept +2 Damage (Kuildeous)
HP: 21/24
Hand: 6
Discard: 3
Deck: 29
Ongoing:
Alacritous Subdominant, Musaragni's Harp

Nightmist +1 Damage (Theorel) (Lowest HP Hero Target)
HP: 15/27
Hand: 5
Discard: 3
Deck: 31
Ongoing:
Tome of Elder Magic

Ra +1 Damage (ghostofmars)
HP: 23/30
Hand: 5
Discard: 2
Deck: 33
Ongoing:

Ruins of Atlantis
 Mystical Defenses 15/15
[/quote]

Also, I haven't been doing flavor, so he're catchup:

The discovery of the Ruins of Atlantis was the scientific discovery of the decade, but the scientific community's celebration was cut short when the research exploration sent to explore the undersea ruins abruptly lost contact a week into their mission. In the team's final confused and panicked transmission, the incessant cawing of birds could be heard in the background. Tachyon, one of the scientists leading the project, deduced that the culprit could only be the mysterious person known as the Matriarch, and that she sought to claim Atlantis's secrets for her own nefarious purposes. Tachyon wasted no time in gathering a team of the finest superheroes, and together they journeyed to the depths of the sea to stop the fiend once and for all.

As soon as the docked their submarine and stepped into the great stone entrance hall, they were met with the inhuman cackling of the Matriarch and rustling of countless wings. Rather than rush heedlessly into battle, though, they hung back and sought to strategically prepare and maneuver.

The birds soon filled the air around them. "Watch out!" cried Legacy, his Danger Sense activating. He had hardly called his warning when another, deeper voiced boomed from around them. "Who dares disturb the sacred halls of Atlantis?" Mystical energy shot out from the walls towards the heroes and birds alike. The heroes were shocked, but the birds fell lifeless to the ground. With a hiss, the Matriarch retreated further into the ruins.

"Don't let her get away!" cried Nightmist, and the five of them followed her in hot pursuit. The Matriarch's mask glowed, and more birds began swarming around the heroes. But they ignored them and focused their firepower on the Matriarch herself. Ra shot arcs of flame from his hand directly at her, and the Mask broke and fell to the floor in a smoldering heap. The Matriarch snarled, preparing to call more of her Minions, but Argent Adept began to play an otherworldly harmony on his harp, and Legacy moved faster than even Tachyon though possible to take down the Matriarch.

The respite was brief, though. The mystical defenses activated once more, knocking birds from the air but stunning the heroes as well. In their mad dash through the halls, they found themselves in a chamber where foul smelling seaweed filled every inch of space. The Matriarch had escaped in the confusion, and her mad laughter could be heard from beyond.

"I'll handle this!" cried Legacy, pushing back the seaweed to let the others pass...
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Re: Sentinels of the Multiverse Game 3: Round 3, Tachyon (chairs)
« Reply #146 on: August 06, 2014, 11:41:47 pm »

So, I'm thinking I play Synaptic Interruption so it's on the table and can (eventually) hit my discard for the burst bonus, then I power research grant, letting me potentially pull even more bursts into my hand.

Thoughts?

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Re: Sentinels of the Multiverse Game 3: Round 3, Tachyon (chairs)
« Reply #147 on: August 07, 2014, 08:35:00 am »

Let's see...
Ra can take Huginn into range of Mystical Defenses.
I can lock down Matriarch for the turn.

I'm a little concerned that taking 2 damage a turn from the Mystical Defenses will start wearing on us...but I don't see us doing anything about that before next turn anyways.

So, getting you some more burst cards in the trash sounds good to me.
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Re: Sentinels of the Multiverse Game 3: Round 3, Tachyon (chairs)
« Reply #148 on: August 07, 2014, 10:04:31 am »

play: Synaptic Interruption

Power: Research Grant

Rolled 2d31 : 27, 21, total 48

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Re: Sentinels of the Multiverse Game 3: Round 3, Tachyon (chairs)
« Reply #149 on: August 07, 2014, 10:06:24 am »

Sucker Punch and pushing the limits - do we have any way to grant 2 DR vs sonic? being able to spam out my deck even more sounds pretty amazing.

I'll go ahead and discard Sucker Punch.

Then I'll draw (going to just roll 1d31 here and reroll if dupe):

Rolled 1d31 : 9, total 9

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Re: Sentinels of the Multiverse Game 3: Round 3, Tachyon (chairs)
« Reply #150 on: August 07, 2014, 10:06:42 am »

Fleet of Foot, awesome!

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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #151 on: August 07, 2014, 10:27:33 am »

Pushing the Limits has the same drawback as Nightmist's power: Legacy actually makes it worse for you. Nightmist has a way to mitigate that damage, while I don't think Tachyon doesn't—normally. Fortunately, Synaptic Interruption does trigger if you do 3 or more damage to yourself.

And since it's my turn…

Play Inspiring Supertonic
Power: Use Harp


I'll gain 2 HP and allow someone to play a card or use a power. I'm reviewing the board, but I'm open to suggestions.
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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #152 on: August 07, 2014, 10:43:20 am »

First off, just to confirm, we don't have Galvanize this round, right? So Ra should only be doing +1 damage instead of +2? Also, Legacy's Take Down should be removed.

Some possibilities that come to mind:
* Play a card myself, either one of my instruments/songs or Arcane Cadence. Since Argent Adept requires some build-up, this naturally appeals to me. It also allows me to build up against the raven and Horrid Cacophony. *shudder*
* Have Ra play Summon Staff, which lets him play another card, which could be Flame Spike, which lets him use his power to do some damage. Obviously this is a better choice than just having him use his power.
* Have Nightmist play Mistbound to further lock the Matriarch. The downside here is Nightmist would have to discard two cards, and there are some good cards in her hand.
* And it's always nice to have Legacy use his power, which could help Ra if he chains his cards.

Other thoughts? I am inclined to take the selfish route this turn, but there is a lot of great synergy for chaining Ra's cards.
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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #153 on: August 07, 2014, 12:08:45 pm »

Let's shoot for Arcane Cadence. So using the harp to have me play a card, which is AC.

I like the idea of using the first five unique numbers in the dice roller, so here goes:

Rolled 8d29 : 22, 16, 7, 10, 25, 22, 26, 21, total 149

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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #154 on: August 07, 2014, 12:18:24 pm »

I'll choose the following for my five cards:

Play   Counterpoint Bulwark
Top   Rhapsody of Vigour
Discard   Inspiring Supertonic
Hand   Silver Shadow
Bottom   Syncopated Onslaught

At the end of my turn, I draw Rhapsody of Vigour.
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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #155 on: August 07, 2014, 01:15:21 pm »

@ADK: For bottom of deck, I just put it at the bottom of the hand area, so that it would be properly removed from the randomizer...other than that, I didn't do anything special with them.
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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #156 on: August 07, 2014, 01:20:14 pm »

Alright, well...I think I'm going to play mistbound anyways.  Keeping Matriarch locked down seems ideal.
So...
Play: Mistbound.  Discard Elder Ring and Oblivion.  Matriarch cannot play cards.

Power:Elder Tome.
first spell 8d31 : 27, 9, 12, 22, 18, 6, 20, 18, total 132

Draw 1d31 : 16, total 16
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Re: Sentinels of the Multiverse Game 3: Round 3, Argent Adpet (Kuildeous)
« Reply #157 on: August 07, 2014, 01:23:16 pm »

Drew Planar Banishment and Mist Form.
Well, at least I can deal myself some more damage now and then search for some healing with Mist Form.
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Re: Sentinels of the Multiverse Game 3: Round 3, Ra (ghostofmars)
« Reply #158 on: August 08, 2014, 02:36:58 pm »

Current Game Summary:
Spreadsheet

Matriarch: +1 Damage to Tachyon
HP: 52/70 Highest HP Villain Target

Minions:
Huginn 5/7

Legacy (Dsell) +1 Damage (Highest HP Hero Target)
HP: 24/32
Hand: 2
Discard: 3
Deck: 32
Ongoing:
Danger Sense, Inspiring Presence, Take Down

Tachyon +1 Damage, +1 Damage to Matriarch(Chairs) (Highest HP Hero Target)
HP: 24/27
Hand: 6
Discard: 3
Deck: 28
Ongoing:
HUD Goggles, Research Grant, Synaptic Interruption

Argent Adept +2 Damage (Kuildeous)
HP: 23/24
Hand: 7
Discard: 5
Deck: 24
Ongoing:
Alacritous Subdominant, Musaragni's Harp, Inspiring Supertonic, Counterpoint Bulwark

Nightmist +1 Damage (Theorel) (Lowest HP Hero Target)
HP: 15/27
Hand: 4
Discard: 6
Deck: 29
Ongoing:
Tome of Elder Magic

Ra +1 Damage (ghostofmars)
HP: 23/30
Hand: 5
Discard: 2
Deck: 33
Ongoing:

Ruins of Atlantis
 Mystical Defenses 15/15
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Re: Sentinels of the Multiverse Game 3: Round 3, Ra (ghostofmars)
« Reply #159 on: August 09, 2014, 01:38:25 pm »

Summon staff
Play living conflagration, deal 2+1 damage to Huginn
Power living conflagration again deal 1+1 damage to matriarch.
Draw 3 cards, first three uniques
Rolled 6d33 : 1, 11, 32, 31, 6, 5, total 86
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Re: Sentinels of the Multiverse Game 3: Round 3, Ra (ghostofmars)
« Reply #160 on: August 09, 2014, 01:41:00 pm »

Blazing tornado, scorched earth, and wrathful gaze.
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Re: Sentinels of the Multiverse Game 3: Round 3, Ra (ghostofmars)
« Reply #161 on: August 09, 2014, 10:13:59 pm »

Environment Turn:

Rolled 1d13 : 9, total 9
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Re: Sentinels of the Multiverse Game 3: Round 3, Ra (ghostofmars)
« Reply #162 on: August 09, 2014, 10:16:30 pm »

End of Turn:

Kraken deals 5 damage to the nonenvironment-card with the lowest hp, Mystical Defenses deals 2 damage to all non-environment cards. You guys can choose the order I believe but I assume you want to let the Kraken kill Huginn first and then let the Mysitcal Defenses go off. If so, nothing happens on the Matriarch's turn, and then Legacy is up.
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Re: Sentinels of the Multiverse Game 3: Round 4, Legacy (DSell)
« Reply #163 on: August 10, 2014, 01:48:09 am »

Play: Motivational Charge. It seems like people are still building up so I think that Charge is better than Galvanize for now? Let me know if this is actually gonna be a crazy damage round, but by the looks of the cards it doesn't seem so. Anyway, Power: Motivational Charge against the Matriarch for 3. Draw...

Rolled 1d32 : 2, total 2
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Re: Sentinels of the Multiverse Game 3: Round 4, Legacy (DSell)
« Reply #164 on: August 10, 2014, 01:48:53 am »

Back Fist Strike. Eh. Ok. Better if Argent Adapt lets me use it after Galvanize, I suppose.

Edit: Fleet of foot might get me something good.
« Last Edit: August 10, 2014, 01:56:17 am by Dsell »
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #165 on: August 10, 2014, 10:21:38 am »

Okay, I'm going to start with Play: Pushing the Limits.

I'll follow up with [/b]Play: Fleet of Foot[/b].  Everybody draws a card and I also play one.

Rolled 1d28 : 24, total 24

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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #166 on: August 10, 2014, 10:26:58 am »

Okay, that gives me Sucker Punch.

I'll then Play: Hypersonic Assault, which does 2 sonic damage to each of the environment cards as well as 3 sonic damage to Matriarch.  They will not do damage until my next turn.

I -still- have one more Play left due to HUD Goggles, so I'll Play: Sonic Vortex, Dealing 4 sonic damage to each environment and 5 sonic damage to the Matriarch.

That leaves me with a hand of Lightspeed Barrage and 2 Sucker Punch, and it's time to use my power.  I'll Power: Research Grant

Rolled 2d28 : 23, 22, total 45

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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #167 on: August 10, 2014, 10:28:22 am »

Adding Research Grant and Sonic Vortex to my hand, and discarding Sucker Punch.

Now I will Draw 2 cards due to Pushing the Limits.

Rolled 2d28 : 3, 1, total 4

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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #168 on: August 10, 2014, 10:29:01 am »

For two Accelerated Assaults!  Awesome, more Burst to power my next run of attacks!

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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #169 on: August 10, 2014, 10:44:43 am »

Everyone else draws a card.

Rolled 1d30 : 5, total 5

Rolled 1d24 : 8, total 8

Rolled 1d29 : 8, total 8

Rolled 1d28 : 9, total 9
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #170 on: August 10, 2014, 02:04:31 pm »

Here's my plan for this turn. I'll play Silver Shadow to trigger a rhythm that allows a player to draw a card. I think the most likely candidates are Legacy, who is hurting for cards, and Tachyon, who plays two cards per turn. Chairs seemed pretty happy with is draw, so I'm inclined to make Legacy draw a card. Any objections to that so far?

Then I'll build myself up by playing another card, which is a melody that will let me heal people in the future. My power is to let me play another card, which would be my pipes. That sets me up to heal everyone 1 HP per round from here on out.

Alternatively, I could draw the card instead of Legacy and hope that I get a second Melody card, which would justify playing the pipes instead of the horn. 5 out of 23 possible cards. I think I'd rather bolster Legacy's hand.
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #171 on: August 10, 2014, 02:52:03 pm »

I support that plan, of course. :P

But yeah, fleet of foot drew me another duplicate. Ugh. At this point my next turn will consist of attacking when I'd really rather set up for another turn.

Of course, setting up is even more important for you, so. Tough call.
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #172 on: August 10, 2014, 05:27:22 pm »

I pretty much can get my engine set up this turn. Now it'll just be a matter of strengthening it. Keeping the momentum going through the team is also important. I'll choose that route.

Play Silver Shadow to trigger Counterpoint Bulwark's Accompany so Legacy draws a card. He draws...

Rolled 1d29 : 22, total 22
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #173 on: August 10, 2014, 05:30:00 pm »

Superhuman Durability. Not bad.

Edit: Actually, pretty bad. XD I thought that if all of the fowl were destroyed in a single turn (or action), the Matriarch's Damage would be lumped together. It's not, so there's virtually no way for me to take 5 damage at a time. Oh well. :P Maybe when Muninn comes into play.

Edit2: Although, ah, Heroic interception is helped if I manage to get Surge of Strength.
« Last Edit: August 10, 2014, 05:36:14 pm by Dsell »
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #174 on: August 10, 2014, 05:33:11 pm »

...Superhuman Durability. Not too bad. That'll help him when he diverts damage to himself.

As a result of playing Silver Shadow, I get to draw or play a card. I choose to play Rhapsody of Vigor.

For my power, I use Musaragni's Harp. This triggers the Perform of Alacritous Subdominant on myself so I can play a card. I choose to play Eydisar's Horn (oops, I said pipes earlier; I meant horn). This also triggers the Accompany of Inspiring Supertonic, which heals me of 2 damage.

I then draw my card.

Rolled 1d23 : 7, total 7
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Re: Sentinels of the Multiverse Game 3: Round 4, Tachyon (chairs)
« Reply #175 on: August 10, 2014, 05:34:13 pm »

Meh, another Counterpoint Bulwark, but at least I have a backup of that card.
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Re: Sentinels of the Multiverse Game 3: Round 3, Ra (ghostofmars)
« Reply #176 on: August 10, 2014, 10:05:34 pm »

Current Game Summary:
Spreadsheet

Matriarch: +1 Damage to Tachyon, Cannot Deal Damage
HP: 37/70 Highest/Lowest HP Villain Target

Minions:

Legacy (Dsell) +1 Damage, Immune to Environment Damage (Highest HP Hero Target)
HP: 25/32
Hand: 5
Discard: 3
Deck: 28
Ongoing:
Danger Sense, Inspiring Presence, Take Down, Motivational Charge

Tachyon +1 Damage, +1 Damage to Matriarch (chairs)
HP: 23/27
Hand: 6
Discard: 7
Deck: 23
Ongoing:
HUD Goggles, Research Grant, Synaptic Interruption, Pushing the Limits

Argent Adept +1 Damage (Kuildeous)
HP: 24/24
Hand: 7
Discard: 6
Deck: 22
Ongoing:
Alacritous Subdominant, Musaragni's Harp, Inspiring Supertonic, Counterpoint Bulwark Eydisar's Horns

Nightmist +1 Damage (Theorel) (Lowest HP Hero Target)
HP: 14/27
Hand: 5
Discard: 6
Deck: 28
Ongoing:
Tome of Elder Magic

Ra +1 Damage (ghostofmars)
HP: 22/30
Hand: 9
Discard: 3
Deck: 27
Ongoing:
Living Conflagration

Ruins of Atlantis
Mystical Defenses 9/15<=Cannot Deal Damage
The Kraken 9/15<=Cannot Deal Damage

The Matriarch began to summon more of her birds, but Nightmist began to invoke a mystical incantation. Though the flapping of wings could still be heard far off, the swarm was held at bay... for now. The Matriarch cursed and continued to retreat, and as she did, the wall to the hero's left suddenly crashed in, the monstrous tentacle of some deep sea creature trashing about around them. "I'll handle this!" cried Tachyon, and the physicist was suddenly a blur. Her lightning-fast strike stunned both the Matriarch and the beast, giving the heroes time to move into position.
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theorel

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Re: Sentinels of the Multiverse Game 3: Round 4, Nightmist (Theorel)
« Reply #177 on: August 11, 2014, 07:36:06 am »

Okay, so glancing over the spreadsheet there's an error.
I don't remember what the bug is or how to fix it...but Argent Adept is missing Xu's Bells.  (there's something not updating correctly).

I'm not sure how easy it is to take a spreadsheet wholesale, but here's a spreadsheet made from Game 2 where I fixed that bug, along with several other improvements (like automatically blanking cards from hand when played/discarded).  It also has a Summary sheet which should automatically update.  And has numbers on all the cards in the deck for ease of drawing them.  Hopefully, this can help.
https://docs.google.com/spreadsheets/d/1mcAsdnPUQmtYWz_v5GqAAGVNuvvaMY5jgnVqkaqrO8M/edit?usp=sharing

Now, I'm going to look things over and take my turn.
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Re: Sentinels of the Multiverse Game 3: Round 4, Nightmist (Theorel)
« Reply #178 on: August 11, 2014, 07:44:42 am »

Oh, also, for Start of Turn/End of Turn stuff...it always goes in order played (which is important because it means that end of turn effects which play cards with end of turn effects make those cards activate).

This means that Mystical Defenses went before the Kraken...so the Kraken should have hit me.  Which puts me at 9 HPs...
I could go to Mist Form now and start drawing cards for healing.  I would then be absorbing the Kraken hits, so we could just ignore it for now.
Hmm...my other choice is to Banish it.  But then I would take 2-5 damage.  And so, die on a 3-4 draw followed by a Kraken.

Yeah, I'm going Mist Form, I'll absorb any lowest HP attacks until I can get some sort of healing going.

Play Mist Form
Draw 2 2d28 : 16, 13, total 29

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Re: Sentinels of the Multiverse Game 3: Round 4, Nightmist (Theorel)
« Reply #179 on: August 11, 2014, 07:47:56 am »

Alright, so I can probably heal up next turn.
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Re: Sentinels of the Multiverse Game 3: Round 4, Nightmist (Theorel)
« Reply #180 on: August 11, 2014, 10:04:26 am »

The issue was the "In hand/Discard" column on the hero sheet not looking at the right range, I had it fixed for the other heroes but missed Adept somehow. Also, I thought that heroes choose the order, my bad.
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #181 on: August 11, 2014, 11:35:33 am »

Heroes choose order when there isn't a specific order declared. For example, we could choose the order in which the Mystical Defenses damage us if that becomes important.

But cards do trigger in order they came out. Mostly this affects the villain and environment, but it could make a difference for some start-of-turn or end-of-turn effects for heroes (especially Omnitron-X).
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #182 on: August 11, 2014, 01:22:35 pm »

Ok, so the maximum possible damage I can inflict this turn would be 6 (living conflagration + my default power). As this isn't enough to kill the kraken, I would probably go for a build-up turn.

So my plan would be:
Card: Staff of Ra
Power: Living Conflagration

Thoughts? Should I deal the 3 damage to Matriarch or Kraken?
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #183 on: August 11, 2014, 01:40:39 pm »

We're safe from the Kraken this turn. The Matriarch will not be putting any more targets into play, so barring environment shenanigans, Nightmist will be the lowest HP target next turn. If Nightmist is okay with staying in mist form (more cards!), then I see a good reason to damage the Matriarch and just hurt the Kraken with incidental damage while it flails at Nightmist, ineffectually.

There'd have to be a pretty compelling reason for Nightmist to come out of mist form so shortly after entering it. If she does have a good reason, then hurting the Kraken before it has a chance to hurt her (since Matriarch still wouldn't have any birds out) would work.

I'm all for the long con and letting Nightmist absorb the Kraken's wrath while we build up. Matriarch is going to unleash bird hell on us soon enough, and Oblivion may be a great way to wipe out both ravens at once when they do show up (and they will). My own thoughts.
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #184 on: August 11, 2014, 01:53:02 pm »

Okay, so let's do this
Card: Staff of Ra (gain 3HP), my damage increases by 1
Power: Living Conflagration, 3 damage to Matriarch
Draw cards (first 2 uniques)
Rolled 5d27 : 17, 11, 25, 1, 6, total 60

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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #185 on: August 11, 2014, 02:05:19 pm »

BTW, I'll be flying out to GenCon on Wednesday. I will have a computer with me and may be able to do turns from the hotel room, but I wouldn't plan on it. Since the Adept is one of the most complicated heroes (along with Nightmist), I don't want to be too rash. After Tuesday, if it's my turn, be pleasantly surprised if I can get my turn off. It could happen.
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #186 on: August 11, 2014, 08:40:24 pm »

Just FYI: the Matriarch can put cards into play this turn, Mistbound ends on Nightmist's turn. She still can't deal damage. If that effects how you want to play your turn ghost I'll let you redo it.

Also, super jealous of you for going to GenCon  >:(
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #187 on: August 11, 2014, 08:58:54 pm »

Well, that means that when the Kraken can do damage next turn, then there's a chance that the Matriarch will give it a target.

So I think hitting the Matriarch was still the better option.
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #188 on: August 11, 2014, 09:01:37 pm »

I stick to damaging the matriarch
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #189 on: August 11, 2014, 09:52:34 pm »

Environment Turn: Play:
Rolled 1d12 : 3, total 3
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #190 on: August 11, 2014, 09:54:43 pm »

Hallway collapse. Everything but Legacy and Nightmist takes three damage. The other two environment cards do nothing since Tachyon neutralized them.

Matriarch's Turn: play
Rolled 1d17 : 11, total 11
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #191 on: August 11, 2014, 09:55:30 pm »

Fowl.
Rolled 1d16 : 10, total 10
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #192 on: August 11, 2014, 09:56:15 pm »

Horrid Cacophony. Destroy 5 ongoing cards, then everyone takes 3 damage.
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #193 on: August 11, 2014, 09:58:26 pm »

Also, the hallway collapse triggers Tachyon's Synaptic Interruption, so that's already gone. Where do you want to direct it (you can't hit the fowl because this technically happened before he came out).
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Re: Sentinels of the Multiverse Game 3: Round 4, Ra (ghostofmars)
« Reply #194 on: August 11, 2014, 10:01:51 pm »

I'll redirect the Synaptic Interruption to the Matriarch, I guess.  Also, we could potentially welp my research grant, since I can just play another one, as one of my ongoings.

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I have some duplicates, so I can probably destroy a couple without much trouble. Also, just 1 fowl is great for us. We are close to beating her, we should calculate how much damage we can deal this turn to see if we can take her out before the environment turn.
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A Drowned Kernel

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 :P I'm a little miffed you guys are having such an easy time with her, she's supposed to be one of the hardest villains there is. Two turns without having to deal with her cards at all will do that I guess...
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Dsell

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Doing calculations over on the spreadsheet. :)

Question: if Argent Adept plays Flame Spike, does AA get to take another power that turn? Would Ra get to take an additional power during his turn? Would Ra be able to use a power during AA's turn?
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I believe that would allow Ra to use a power during AA's turn.
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theorel

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I believe that would allow Ra to use a power during AA's turn.
I agree.
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I could sacrifice living conflagration again, because I have another copy in my hand.
Without galvanize etc. I can inflict 3x damage for a total of 7. If we play for another round, I would play the tornado for 1x 4 damage.
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I haven't looked things over too carefully...
I can't do any damage this turn (unless someone lets me draw a card potentially)...

If we can win next turn, then obviously Mist Form can be discarded (won't effect damage done).
If we aren't going to win, I would like to discard Mist Form to Matriarch if Argent Adept can let me play Master of Magic.  I could then Banish the Environment and heal some of that damage (maybe all of it, depending what I draw).

If we aren't winning, and Adept can't let me play a card, I'd rather stay in Mist Form and absorb damage for the team, holding out on a damaging card to drop Mist Form and smash Matriarch's face :)
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Dsell

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Ok, yeah, we've got this easy.

Legacy: 5 damage (Back Fist for 5 + Galvanize)

Tachyon: 13 damage (Lightspeed Barrage for 8 + Sonic Vortex for 5)

Argent Adept: 7 damage (Perform and Accompany Alacritous Subdominant, allowing Ra to play Flame Spike for 3 and use Pyre for 4.)

Nightmist: -

Ra - 12 damage (Flame Spike for 3 + Pyre for 4 + the Staff for 5)


Edit: spoiler tags
« Last Edit: August 11, 2014, 11:03:48 pm by Dsell »
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Dsell

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And we can discard anything for the cacophony except the stuff listed above and Inspiring Presence.
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A Drowned Kernel

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So... gg?
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I hope it doesn't take the wind out of anyone's sails for me to analyze the whole turn like that. But I figure if we have a win, take the win. Someone should double-check me, at least.

You're so right that we had it easy this game. The fowls were really never a big issue. We never even saw her flip!

I really love this game.
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Nah, it's cool, I say take it.
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ghostofmars

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Gg team, thanks for modding
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Good fight.

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Sounds good to me. Considering the times that the Matriarch has stomped me in the past, I'll take a victory here.

The best time I had with the Matriarch was when Fanatic prevented her from doing damage. We would AOE the birds to kingdom come and laugh at the Matriarch's attempts to hurt us.

So you guys doing Iron Legacy next? *evil grin*
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theorel

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DSell was wrong, Tachyon does more damage than that...and can do even more...
So, let's see we discard:
Danger Sense, Research Grant, Counterpoint Bulark, Mist Form, and Living Conflagration.
Legacy: Back-fist Strike for 5 damage, Galvanize. (M: 23 HPs)
Tachyon (+1 IP, +1 Nemesis, +1 Galvanize): (deals herself 4 damage) Accelerated Assault for 4(+Burst in discard), Sonic Vortex for 6, Lightspeed Barrage for 10
(M: 3 HPs, for fun I'll note that the Kraken and Mystical Defenses are taken to 1 HP each)
Argent Adept: Alacritous Subdomain, it'd only be right to let Tachyon play another Accelerated Assault destroying the environment cards and finishing Matriarch.

Thus Tachyon defeats her nemesis doing 24 damage to Matriarch in one round, 20 of it on her own turn.
Nightmist and Ra don't even get to go.
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In order to do Iron Legacy, we'd need to know the cards in his deck.
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The heroes finally cornered the Matriarch in a large, open chamber. As they entered the room, she let out a Horrid screech, and the heroes held their hands to their ears in pain. "Don't hold back!" cried Legacy. "We're almost there!"

The noise of Argent Adept's music rose above the dissonant screeching, and Tachyon rushed forward to meet her old foe. "You won't get away this time, bitch!" she snarled, and with a devastating barrage of blows, the Matriarch crumpled to the floor.

Blessed silence fell over the Ruins. The day was saved!
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In order to do Iron Legacy, we'd need to know the cards in his deck.

Well, because I'm a sadist, I entered his information.

You can copy it from my copy at: https://docs.google.com/spreadsheets/d/10JWOPFyRNwxqvcpkbgqzC_Y--RUHUrScMk_I04kCgGU/edit?usp=sharing

Obviously I did not maintain the integrity of the formulas, so you'll have to copy the text only and paste it.

Have fun.
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A Drowned Kernel

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I have a friend who has the shattered timelines and vengeance expansions, I could see if he'd be willing to loan it me and I could enter the info over the weekend, and then we'd have a lot more to choose from. Come to think of it he'd probably be down to play.
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chairs

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We should, uh, do another.

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Great job team!! This was so fun. And thanks to ADK for modding!
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I'll see if I can back-copy all my corrected formulas and improved player sheets over the week.  (and copy in the Iron Legacy data)...that should make it easier for whomever wants to mod the next one.
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Okay, Hero sheets and Villain sheets are all updated to the Game2 formulae.
Iron Legacy has been added to the Villain sheets.
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A Drowned Kernel

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I made some update sheets with all of the Heroes, Villains and Environments from Shattered Timelines and Vengeance (except for the Vengeful Five, I just lost steam when it came time to put them in, I might do it later this weekend. They might deserve their own spreadsheet.)

Heroes
Villains
Environments

Everything should be working fine but I might have accidentally copied over a formula here or there so pay attention when you mod. Some notes for other mods (just Theorel at this point I think but maybe someone else cares):

-With Spite you have to keep track of which Victims are under the Safehouse. I didn't set aside a separate area for that but you can just do it at the bottom of the Villain cards area I would think.
-More troublesome is La Capitan. You have to keep track of which Hero cards are under her, and I can't think of an easy way to do that with how the sheets are set up. You could do it on each Hero's sheet but then it's hard to keep track of how many there are. Maybe she's just not viable with our setup, which would be sad because I love her flavor.
-The page I made for The Ennead is super clunky, it was one of the last ones I did and I ran out of steam. Theorel can hopefully figure out a better way of setting the sheet up.
-One of the cards in the Freedom Tower Environment (Ironclad Maintenance Bay) cares about which card is on the top of each trash, which means in games with that Environment you have to keep track of the order cards go into the trash, which might be more trouble than it's worth.

As for the next game, I was hoping to play in it, but I can play and mod if people need me too. I assume there's still interest in making it happen.
« Last Edit: August 29, 2014, 11:27:23 pm by A Drowned Kernel »
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