Freedom Reborn

Community Forums => Posting Games => Topic started by: catwhowalksbyhimself on December 26, 2014, 11:34:15 PM

Title: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on December 26, 2014, 11:34:15 PM
Alright, Christmas is over, it's time to start organizing the next forum game.  This will likely be the last one with this lineup--because 3 more heroes arrive in a couple of week. As soon as the expansion gets released from the dock.  Grrrr.  Among them will be Sentinel's answer to Deadpool, Guise.  I'll just drop the link to him introducing himself here, mostly because it amuses me.

https://greaterthangames.com/content/over-1500-a-new-hero

Anyhow, onto the hero selection!  I figure this time around, we'll pick the villain from among the nemeses of whichever heroes get picked.

Current Lineup
Reepicheep as Tempest
Uncle Yuan as The Sentinels
Outcast as Parse
Death Jester as Expatriette
Glitch Girl as Unity

(http://www.sotm.freedomforceforever.com/banners/bunker.png)
Team: Freedom Five
Nemesis: Unknown, Vengeance Five (Fright Train), Iron Legacy
A soldier with a suit of military designed power armor, Bunker is a bit like Iron Man, only he can't fly and has a lot more guns.  Switches between different modes to gain different abilities.

(http://www.sotm.freedomforceforever.com/banners/fanatic.png)
Team: Prime Wardens
Nemesis: Apostate
Mistreated for the pair of wings she is gifted with, Fanatic has chosen to side with the angels--literally--in the fight against evil.  Holy warrior type powered by holy relics.

(http://www.sotm.freedomforceforever.com/banners/Haka.png)
Team: Prime Wardens
Nemesis: Ambuscade
A gentile soul gifted with super strength, ancient warrior traditions, and immortality.  He's like the Hulk if the Hulk looked more like a normal person, was highly educated, and was an elementary school teacher for his day job.  Okay, he's nothing like Hulk, but he does like to smash.

(http://www.sotm.freedomforceforever.com/banners/Legacy.png)
Team: Freedom Five (Leader)
Nemesis: Baron Blade, Vengeance Five (Baron Blade)
From a long line of Legacies starting with the Revolutionary War, each generation of Persons have developed a new power and passing it and all previous ones on to the next.  The current Legacy possesses flight, super strength, durability, and danger sense.  His daughter has laser vision.  Yeah, he's like a hybrid of Captain America and Superman, but plays most like the former, inspiring his team mates to greatness.

(http://www.sotm.freedomforceforever.com/banners/ra.png)
Team: None
Nemsis: The Ennead
Finding the staff of the Egyptian sun god Ra, a humble archeaologist uses it to transform into Ra, god of the sun!  Yeah, he's Thor with fire powers, basically.

(http://www.sotm.freedomforceforever.com/banners/tachyon.png)
Team: Freedom Five
Nemesis: Matriarch, Vengeance Five(Friction), Iron Legacy
A scientist with the power of super speed.  Not much else to say.  Plays a lot of cards and builds up momentum for spectacular stuff later on.

(http://www.sotm.freedomforceforever.com/banners/Wrath.png)
Team: Freedom Five
Nemesis: Spite, Vengeance Five (Ermine), Iron Legacy
Billionaire heiress by day, stalker of criminals by night.  Female Batman, essentially.

(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
Team: Freedom Five
Nemesis: Unknown, Vengeance Five (Proletariate), Iron Legacy
A lab accident has turned him into a creature of frost and cold.  As his cryo suit and chamber is quite expensive, he is forced by the government to join the Freedom Five in exchange for being allowed to live.  He isn't terribly thrilled about it.  The most complex hero in the game, he relies on hurting himself to damage his enemies.

(http://www.sotm.freedomforceforever.com/banners/visionary.png)
Team: None
Nemesis: The Dreamer
A powerful psychic from the future who has come to the past to save her younger self from the life of a lab rat that she suffered through.  Manipulates decks and offers buffs and debuffs rather that direct attacks.

(http://www.sotm.freedomforceforever.com/banners/scholar.png)
Team: None
Nemesis: Unknown
As old man who spends most of his time relaxing in his houseboat. Also he possesses the philosopher's stone and sometimes goes off to fight supervillains. The games most tanky tank who can depending on which form he is using can ignore most damage, or heal it back and hurt the enemy in response.

(http://www.sotm.freedomforceforever.com/banners/mrfixer.png)
Team: Dark Watch
Nemesis: The Chairman
An elderly blind mechanic who happens to be a master martial artist. Fixer gets only one power, but can modify it with various tool and style cards.

(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
Team: Prime Wardens (Leader)
Nemesis: Akash'Bhuta
With the power of ancient magical instruments, he puts the power of music to use.  A total support hero who make his team mates a little more awesome.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
Team: Dark Watch (Leader)
Nemesis: Gloomweaver
Cursed into a form of mist and magic, this private eye uses powerful spells and ancient artifacts to take down the forces of darkness.  Another self damaging hero who can actually tank pretty well too.

(http://www.sotm.freedomforceforever.com/banners/Chronoranger.png)
Team: None
Nemesis: Plague Rat
The Sherrif of the 1800's town of Silver Gultch who fell into a time portal, Jim Brooks soon found himself in a faroff future where the world has been destroyed and taken over by monster. His arm bitten off buy a rat-man, he survived by wandering into the friendly sapient bunker Con, but upgraded him with cyberneticss, gave him time travel technology and sent him into the past to the destroy those who would create this desolute future. Chrono is the master of the plink damage.  He deals one point of damage, and he deals it a LOT in addition to play bounties that let him do other things.

(http://www.sotm.freedomforceforever.com/banners/omnitron-x.png)
Team: None
Nemesis: Omnitron
Far into the future, Omnitron-IX, having been destroyed and rebuilt countless times over the centuries decides to solve the problem of always beeing defeated by weak heroes by giving his next incarnation the one thing the heroes have that he doesn't--compassion.  The new Omnitron-X prompty repented of everything he'd done in his past models and went back in time to destroy himself.  Upgrades himself to grant new, usually automatic, abilities.

(http://www.sotm.freedomforceforever.com/banners/Setback.png)
Team: Dark Watch
Nemesis: Kismet
Setback has always had wild swings of luck.  Really bad things happen to him out of nowhere, but then really lucky things always happen to.  Like when he was randomly kidnapped by Baron Blade to be the subject of deadly experiment, then was the only one to survive them and gain superpowers.  Lucky!  He has his own resource, Unlucky points.  By player cards that represent unlucky things happening, he can trade the points for really lucky things later.

(http://www.sotm.freedomforceforever.com/banners/Naturalist.png)
Team: None
Nemesis: Unknown
Cursed by the evil earth spirit Akashbhuta to live as an animal, he was freed from his curse by the Argent Adept and now uses his ability to transform into animals to protect nature from those who would destroy it.  A shapeshifter whose abilities and card effects vary according to what shape he's in.  Can fulfil multiple team roles.

(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
Team: None
Nemesis: Unknown
A former member of FILTER who went rogue, she is a trained soldier and spy with energy focusing powers.  A damage dealer with some interesting combos.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on December 27, 2014, 02:30:43 PM
I'm interested in playing.  Is there an order to character selection, or first-come-first-served?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on December 27, 2014, 02:31:37 PM
I'd like to take Tempest this time, Cat.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on December 27, 2014, 03:33:49 PM
Quote from: Uncle Yuan on December 27, 2014, 02:30:43 PM
I'm interested in playing.  Is there an order to character selection, or first-come-first-served?

I usually just do first come first served.  I remove the character from the first post once claimed.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on December 28, 2014, 01:39:58 PM
Ok, let's try the Sentinels.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on December 28, 2014, 04:07:17 PM
I'll try Parse.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 01, 2015, 03:24:13 AM
I realize folks are still off doing holiday things, but I do have 2 slots open if anyone wants them.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 02, 2015, 02:24:30 AM
While I don't know if I'll be any use or online a lot, I guess I'll toss my hat in as my regular character.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 02, 2015, 08:29:47 PM
Hey guys, back from vacation!  Got room for one more?  I think I want to try Unity.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 02, 2015, 09:43:08 PM
Indeed we do.  That makes a nice round 5 and fills out the game.

Since I want to choose a nemesis as a villain this time around, that gives us the following villain choices.  Let me know what interests you, or I can pick one randomly.

(http://www.sotm.freedomforceforever.com/banners/Voss.png)
Nemsis: Tempest
Difficulty: Moderate
Having conquered countless planets, enslaving their inhabitant and adding their power to his gene-bound armies, Grand Warlord Voss has come to Earth!

(http://www.sotm.freedomforceforever.com/banners/citizendawn.png)
Leader of a cult of superpowered people who believe themselves to be better than ordinary folks and deserving of their worship.  He attempt to create a superpowered dynasty lead to her greatest shame, however, the existence of her non-powered daughter, Expatriette.
Nemesis:Expatriette
Difficulty: Hard

(http://www.sotm.freedomforceforever.com/banners/lacapitan.png)
Traveling through time with her flying ship and a crew gathered from throughout history, the pirate known as La Capitan strike anywhere and anywhen.  She oddly keeps running into the Sentinels who have a bad habit of foiling her schemes, something she does not forget easily.
Nemeses: Sentinels
Difficulty: Very Hard

(http://www.sotm.freedomforceforever.com/banners/missinformation.png)
The Sentinels efficient hard working secretary holds a dark secret, she holds the mind of an alternate future self whose only desire is for revenge for the ones she blames for things that have not happened--the Freedom Five.  With their trust as her weapon, will the heroes realize their betrayal in time?
Nemesis: Parse
Difficulty: Moderate?

(http://www.sotm.freedomforceforever.com/banners/ironlegacy.png)
In an alternate future, Baron Blade killed Legacy's daughter, Young Legacy, ending the line of Legacy's forever.  Mad with grief, he killed Blade and conquered the world, determined to bring final peace.  Finding the main timeline, he is determined to bring that same peace to this world, whether anyone wants it or not.
Nemeses: The Freedom Six(future versions of Tachyon, Wraith, Bunker, Absolute Zero, Tempest, and Unity)
Difficulty: Very Hard
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 03, 2015, 01:41:02 AM
Oof.  Iron Legacy.  Games against him are generally very, very short - win, or (much more likely) loose.  (My first time I lost by the completion of the second villain turn.)

So, I'd vote again him.  I also find Grand Warlord Voss to be a bit blah so I'm inclined against him, but not so strongly that if everyone really wanted him I'd fuss about it.  The others are all pretty tough challenges (I'd put La Cap a smidge easier than "very hard", Miss Information a skoosh harder than "moderate").
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 03, 2015, 01:58:09 AM
I have had less experience playing them I admit.  In the case of Miss Information this is on purpose.  I heavily dislike her.

My suggestion would be either La Capitan or Dawn.  I think the team is ready for a real challenge.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 03, 2015, 02:22:28 AM
Already beaten Voss, I'd say La Captain.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 03, 2015, 02:56:51 AM
Oh, sure, pick my nemesis . . .  :P
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 03, 2015, 03:26:03 AM
Technically, I suppose we could include the Vengenace Five as Nemeses.  They are a team of five villain decks which contains "mini-nemeses" to every potential hero.  They play quite a bit differently to the regular villains though, with a villain deck playing before every single hero deck. 

So I'll put that out there as a sixth option.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 03, 2015, 04:01:16 AM
They all seem very formidable foes. I've read Iron Legacy is the worst/hardest of the all the villains. I'm all for a random pick of who will be the next villain. Cause as they say, you don't always get what you want. I'd think Parse will have her hands full if she were to go against the Vengeful Five.

Just curious. If Voss were to be the villain again, will it be the same story/campaign again? Or does each villain have a variety of stories/campaign they can play? Is it limited? Or can you make your own objectives/goals/stories for them?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 03, 2015, 11:18:46 AM
On the basis that I never did find Carmen Sandiago as a kid, i'm all for la capitan.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 03, 2015, 02:33:26 PM
Quote from: Outcast on January 03, 2015, 04:01:16 AM
Just curious. If Voss were to be the villain again, will it be the same story/campaign again? Or does each villain have a variety of stories/campaign they can play? Is it limited? Or can you make your own objectives/goals/stories for them?

Same deck, so same basic goal, but which cards come up and what heroes are around can make for a totally different experience, plus the environment can make a fair amount of difference too. Villains also have an advanced and a challenge mode to add more rules to make them even harder.

Iron Legacy is a fast vicious fight, but he isn't necessarily as hard as some of the others.  He throw up a ton of damage very quickly, but has fairly low hp, so the battle end very quickly either way.

So right now La Cap appears to be winning.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 03, 2015, 02:53:44 PM
Environment can be a huge factor.  I played vs Omnitron (a pretty easy villain) in Rook City (regarded as the hardest environment) with the same team and got beaten handily twice.  For revenge I again took the same team vs Omitron at a different environment and beat him easily.  Similarly, I am running a PBF game on BGG with Akash'Bhtua at Wagner Mars base and it's not shaping up to be a terribly tough game, even on advanced.  Akash'Bhuta's schtick is that she interacts with environment targets and Mars has significantly fewer targets than average so the synergy is poor.  I think Akash'Bhuta in the Final Wasteland would be a very different experience.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 03, 2015, 04:02:38 PM
Thanks for the feedback. I guess mixing up the team of heroes and environments is the way to go to get more replay value on the game then. Besides the advance and challenge modes being offered for each villain (deck), of course.

I'm ok with La Capitan as the next villain. Let's see what this villain can do. :)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 03, 2015, 05:57:04 PM
That's a majority for La Capitan.

Now we need an environment.  I have picked 4 which would be at least somewhat thematic.

(http://www.sotm.freedomforceforever.com/banners/block.png)
FILTER's interdimensional prison, where the worst of the worst are held.  The prison is ungoing a riot and the heroes are unfortunately not any more popular with the guards than they are with the prisoners.  La Cap could be trying to recruit or free crewmembers here.

(http://www.sotm.freedomforceforever.com/banners/silvergulch.png)
A time Portal has connected the present with Chronoranger's home down, right in the middle of a gunfight with a family of bandits. La Cap could have traveled back here to cause havock or recruit the bandits into her crew.

(http://www.sotm.freedomforceforever.com/banners/anubis.png)
A tomb guarded by the Egyptian god Anubis.  Full of traps, mummies, tries and treasures.  Perfect for a time traveling thief to get some spoils.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)
The headquarters of the Freedom Five and target of villains looking to get ahead.  It was, in fact, designed with that in mind.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 03, 2015, 06:05:25 PM
I'm kinda liking Freedom Five HQ. 
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 03, 2015, 06:10:50 PM
I'm not a fan of the Tomb of Anubis (just a personal taste thing), but I think any of the others would be fun.  In decreasing difficulty I see them as Silver Gulch > The Block > Freedom Tower.

(As alternates I think Final Wasteland and Time Cataclysm also lend themselves well to the time and dimension hopping theme.)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 03, 2015, 06:14:52 PM
I agree, I like the look of Freedom Tower. Or the Tomb. The 'inter dimensional' environments switch me off a little bit, thematically.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 03, 2015, 06:16:07 PM
True.  I was trying to move it down to four, and we did Time Cataclysm in game 3, but I'll throw them out there for anyone who is interested.

(http://www.sotm.freedomforceforever.com/banners/finalwasteland.png)
In the far future that Chrono-Ranger ended up in, strange cryptids have multiplied and destroyed all human life.  Only Chronoranger, lost through a time portal, and the eternal warrior Haka are still alive.

(http://www.sotm.freedomforceforever.com/banners/timecat.png)
Time has gone completely bannannas here.  Creatures and places form throughout time and space are all mixed together, and that can't be good for the space-time continuum.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 04, 2015, 02:59:50 PM
Being a time traveling thief and all that, i think the Tomb of Anubis is where we would likely see La Capitan. I don't think she would be tempted by anything in the Freedom Tower. Besides the fact that she's guaranteed to meet resistance if she ever did decide to.

But i guess, i'm fine with the Freedom Tower. Considering La Capitan's difficulty rating which is "very hard", i wouldn't want to make things any harder for us. :P
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 04, 2015, 03:05:56 PM
It looks like it will probably be Freedom Tower, but I'll leave it open for a couple more hours in case someone wants to change their mind or has anything further to say.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 04, 2015, 05:29:11 PM
Before I forget, alternate versions of heroes must be picked!

Expatriette
Regular Expatriette--29 hp, Power: Play a card.
Dark Watch Expatriette--30 hp, Power: Increase Damage dealt by Expatriette by 1 until the end of your next turn.

Unity
Regular Unity--26 hp, Power: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.
Golem Unity--25 hp, Power: Unity herself 4 Energy Damage. Put a Mechanical Golem from hand into play.

Tempest
Regular Tempest--26 hp, Power: Tempest deals all non-Hero Targets 1 Projectile Damage.
Freedom Tempest--25 hp, Power: Destroy 1 of your cards. If you do, draw 3 cards.
Prime Warden Tempest--27 hp, Power: Play up to 3 cards. Each time you play a card this way, the Environment deals Tempest 3 Lightning Damage.

I would recommend Regular Unity for your first time out, GG.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 04, 2015, 07:38:56 PM
Do you even need to ask which Expat I'll use, Cat?  We all know it's going to be Regular Expat.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 04, 2015, 08:37:05 PM
Quote from: Deaths Jester on January 04, 2015, 07:38:56 PM
Do you even need to ask which Expat I'll use, Cat?  We all know it's going to be Regular Expat.

I thought it likely, but I consider it rude to decide things for you.  Done and done.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 05, 2015, 03:06:05 PM
I'll start with regular Unity and see how that goes.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 05, 2015, 07:51:47 PM
I'll be regular Tempest.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 06, 2015, 02:02:28 AM
And I'll be regular Sentinels.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 06, 2015, 03:50:24 AM
Quote from: Uncle Yuan on January 06, 2015, 02:02:28 AM
And I'll be regular Sentinels.

Ha ha--no.  Just for that, I let the pirate kill you now.

It's a quiet day in Freedom Tower.  Legacy is at home with his family, Wraith is busting up a new gang in Rook City, Bunker is a top secret mission for the military, and Tachyon and Absolute Zero are field testing some cryo suit upgrades near the North Pole.  Unity was ecstatic at being left to monitor things while the Freedom Five were away.  Maybe they weren't going to treat her as a sidekick anymore.  Maybe she was getting the respect from the adults that she deserved.  Then Tachyon asked Tempest to keep an eye on her.  And then gets sent to act as tour guide to the Sentinels instead of doing real hero work.  Even Idealist infectious enthusiasm does nothing to get her out of her foul mood.

In the meantime Parse and Expatriette are engaged in a shooting mach in the base's targeting range.  Or rather Expatriette is enganged in a shooting match.  Parse is occasionally pausing from studying data on her ipad is hit a bullseye with her bow before going right back to studying.  Expatriette is both annoyed and determined by this.

A sudden noise announces the shattering of the peace and a large pane of glass. Time-traveling pirate captain La Capitan steps through what is left of a north-facing window.

"I am Maria Helena Teresa Fafila Servanda Jimena Mansuara Paterna Domenga Gelvira Placia Sendina Belita Eufemia Columba Gontina Aldonza Mafalda Cristina Tegrida de Falcon.  Captain Maria Helena Teresa Fafila Servanda Jimena Mansuara Paterna Domenga Gelvira Placia Sendina Belita Eufemia Columba Gontina Aldonza Mafalda Cristina Tegrida de Falcon to you.  You have been boarded.  Prepare to pay for your interference in my activities.  Surrender now and you shall--"

Catching sight of the Sentinels, whose tour has taken then right into that hallwall, she screams "YOU!  Why is it always you four! Kill them!  Kill them now!"

It is La Capitan's turn.

She starts with her timeship, La Paradoja Magnifica in play.

She plays A Motley Crew: One-Shot--Shuffle the Villain trash and reveal cards from the top until (H) minus 2 Crew cards are revealed. Put the other revealed cards back in the trash.Play the top card of the Villain deck.

There is no trash at present.

A Motley Crew plays A Motley Crew: One-Shot--Shuffle the Villain trash and reveal cards from the top until (H) minus 2 Crew cards are revealed. Put the other revealed cards back in the trash.Play the top card of the Villain deck.

There are no Crew in her trash.

A Motley Crew plays "Walk the Plank!": One-Shot--La Capitán deals the Hero Character card with the highest HP 3 Projectile Damage. That Hero's Player cannot use Powers until the start of the Villain turn.

Expatriette takes 3 points of damage and cannot use powers.


La Capitan deals the highest Hero target 4 hp damage.  Tempest, Parse, Expat, and Unity are all tied at 26 hp.  Who would like to take the damage?  Here's the current status with opening hands to help you decide.

Effects in play:
Expatriette cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 75 Highest Villain Target
Cards in Play:
La Paradoja Magnifica
Spoiler

La Paradoja Magnifica:15 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: None
Spoiler


Hand:
Spoiler

Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)
Writhe
HP: 14

Doctor Medico
HP: 13

Mainstay
HP: 14

Idealist
HP: 11 Lowest Hero Target

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Horrifying Dichotomy: One-Shot--If Dr. Medico is active, he deals 1 Target 3 Energy Damage.If Writhe is active, he deals 1 Target 3 Infernal Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 26 Highest Hero Target

Available Powers
Load: Play a card.

In Play:
Spoiler


Hand:
Spoiler

Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.
Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Swift Bot: 6   hp, Mechanical Golem--This card cannot be played during your play phase.You may play an additional card during your play phase.You may draw an additional card during your draw phase.
Volatile Parts: Equipment--Whenever a Mechanical Golem is destroyed, Unity deals the non-Hero Target with the lowest HP 2 Fire Damage.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: None

Spoiler

Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 06, 2015, 06:39:11 AM
Parse will take the damage.

Parse anticipating La Capitan's next move throws herself in the line of fire. "Get down!"
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 06, 2015, 10:47:54 AM
Parse takes 4 damage.

La Paradoja Magnifica plays "All Together Now!": One-Shot--La Capitán deals the Hero Target with the highest HP X Lightning Damage, where X = the number of Crew cards in play plus 1. If La Paradoja Magnifica is in the trash, put it into play.

Tempest, Expat, and Unity are tied for the highest, so who wants to take 1 damage?

Also, you guys are getting some lucky draws of things that don't do too much this early in the game.  How come I never get your kind of luck?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 06, 2015, 11:25:36 AM
Tempest will take the 1 for the team. He just can't bear to see a lady get hurt.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 06, 2015, 11:32:47 AM
In that case, it is now Tempest's turn.

Effects in play:
Expatriette cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 75 Highest Villain Target
Cards in Play:
La Paradoja Magnifica
Spoiler

La Paradoja Magnifica:15 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 25
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: None
Spoiler


Hand:
Spoiler

Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)
Writhe
HP: 14

Doctor Medico
HP: 13

Mainstay
HP: 14

Idealist
HP: 11 Lowest Hero Target

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Horrifying Dichotomy: One-Shot--If Dr. Medico is active, he deals 1 Target 3 Energy Damage.If Writhe is active, he deals 1 Target 3 Infernal Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 22

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 26 Highest Hero Target

Available Powers
Load: Play a card.

In Play:
Spoiler


Hand:
Spoiler

Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.
Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Swift Bot: 6   hp, Mechanical Golem--This card cannot be played during your play phase.You may play an additional card during your play phase.You may draw an additional card during your draw phase.
Volatile Parts: Equipment--Whenever a Mechanical Golem is destroyed, Unity deals the non-Hero Target with the lowest HP 2 Fire Damage.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: None

Spoiler

Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 06, 2015, 12:08:50 PM
The Idealist retorts, "It's always us because you're lame and it's our job to stomp out lame."

"Idealist . . . " warns Dr. Medico.

"What?  She is!  Fine!  But that boat is super-lame.  We need to get rid of it fast."

"There you are not wrong," Dr. Medico concedes.  "Hit it hard, team."

(I don't get available powers?)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 06, 2015, 06:31:25 PM
Enraged at this corsair and her motley crew(s) disturbing his tai chi, Tempest summons forth an electrical storm to buffet their airborne ship.

He then... um... squalls... at her? Is that even a verb?

Then draw a card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 06, 2015, 06:47:38 PM
Recovering from La Capitan's surprise attack, Parse agrees with the Sentinels as she fixes her glasses.
"That time ship of hers could mean a lot of trouble for us." (Seeing that it could bring out more of her crew faster by playing an extra card from her deck every round.)

Before she can say another word, she sees Tempest unleash his powerful electrical storm.
"We could have taken the ship out quickly." (like in this round if we concentrated our attack on it first.)

And its a good thing that the card that would likely repair the ship just came up. Hopefully giving us time before another one like it comes up.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 06, 2015, 08:12:53 PM
I tried to work that one out too, but surmised we could only knock 13hp off it, if we went all out. Did I miss something?

This way I end up doing more damage to it and her by next round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 06, 2015, 09:32:37 PM
Fumbling with her jammed weaponry, Expat glares at the overblown La Captain.  "True that ship is a mighty problem but these overblown catter-walling villains always hide behind their lowly henchmen too."

(I had an answer to her constant barrage of crew.  I planned on playing Hair-trigger reflexes this turn.  Combined with Tempest's rolling attack - I don't remember what it was called - the two of us could at least hinder further crew members.)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 06, 2015, 09:38:59 PM
Quote from: Uncle Yuan on January 06, 2015, 12:08:50 PM
(I don't get available powers?)

I figured you already knew yours, so I could be lazy and negligent, but sure, I'll throw them up there with my next post, if you like.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 06, 2015, 09:44:03 PM
Quote from: Reepicheep on January 06, 2015, 08:12:53 PM
I tried to work that one out too, but surmised we could only knock 13hp off it, if we went all out. Did I miss something?

This way I end up doing more damage to it and her by next round.

I could use my Between the lines card to shoot arrows twice. Adding 2 more points of damage.

But actually without using that, between the three of us, you, the sentinels and parse, we could do a total of 14. You being able to play a card that damages and use your base power. Unity can bring one of her bots into play that can deal an extra 1 damage too.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 06, 2015, 09:50:34 PM
Quote from: Outcast on January 06, 2015, 09:44:03 PM
Quote from: Reepicheep on January 06, 2015, 08:12:53 PM
I tried to work that one out too, but surmised we could only knock 13hp off it, if we went all out. Did I miss something?

This way I end up doing more damage to it and her by next round.

I could use my Between the lines card to shoot arrows twice. Adding 2 more points of damage.

No you can't.  The same power on the same card cannot be used twice within the same turn.  You could, however, let Idealist get the power use instead.  Same amount of damage, although you have no way of knowing that since you don't know the Sentinel's powers.  I'm beginning to see UY's point there.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 06, 2015, 09:53:18 PM
Quote from: catwhowalksbyhimself on January 06, 2015, 09:50:34 PM
Quote from: Outcast on January 06, 2015, 09:44:03 PM
Quote from: Reepicheep on January 06, 2015, 08:12:53 PM
I tried to work that one out too, but surmised we could only knock 13hp off it, if we went all out. Did I miss something?

This way I end up doing more damage to it and her by next round.

I could use my Between the lines card to shoot arrows twice. Adding 2 more points of damage.

No you can't.  The same power on the same card cannot be used twice within the same turn.  You could, however, let Idealist get the power use instead.  Same amount of damage, although you have no way of knowing that since you don't know the Sentinel's powers.  I'm beginning to see UY's point there.

Didnt know that about my card. I forgot to look at the Sentinels powers too. Yeah i can do that too.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 06, 2015, 09:57:57 PM
Tempest deals La Capitan and her ship 1 point of damage each.  Tempest draws

Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

It is now The Sentinels' turn.

Effects in play:
Expatriette cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 74 Highest Villain Target
Cards in Play:
La Paradoja Magnifica
Spoiler

La Paradoja Magnifica:14 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 25
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Horrifying Dichotomy: One-Shot--If Dr. Medico is active, he deals 1 Target 3 Energy Damage.If Writhe is active, he deals 1 Target 3 Infernal Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 22

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 26 Highest Hero Target

Available Powers
Load: Play a card.

In Play:
Spoiler


Hand:
Spoiler

Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.
Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Swift Bot: 6   hp, Mechanical Golem--This card cannot be played during your play phase.You may play an additional card during your play phase.You may draw an additional card during your draw phase.
Volatile Parts: Equipment--Whenever a Mechanical Golem is destroyed, Unity deals the non-Hero Target with the lowest HP 2 Fire Damage.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: None

Spoiler

Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 06, 2015, 10:54:07 PM
Ah yeah, forgot about the Sentinel's powers. Sorry about that - I promise to get rid of that ship at the very start of next round if it doesn't go down this round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 06, 2015, 11:46:18 PM
Quote from: Reepicheep on January 06, 2015, 10:54:07 PM
Ah yeah, forgot about the Sentinel's powers. Sorry about that - I promise to get rid of that ship at the very start of next round if it doesn't go down this round.

Yeah me too. I guess that's what you get when you choose Regular Sentinels. Either they don't have powers at the start, or you just don't see them. :P But if we added Idealist's power, we could have destroyed the ship by the time it was Unity's turn. Anyway, next round it is then.

Anyways, it helps to see their powers now. Since i don't always have access to the Sentinels Full Card Breakdown i downloaded, like when i'm using a mobile device or something.

Quote from: Deaths Jester on January 06, 2015, 09:32:37 PM
Fumbling with her jammed weaponry, Expat glares at the overblown La Captain.  "True that ship is a mighty problem but these overblown catter-walling villains always hide behind their lowly henchmen too."

(I had an answer to her constant barrage of crew.  I planned on playing Hair-trigger reflexes this turn.  Combined with Tempest's rolling attack - I don't remember what it was called - the two of us could at least hinder further crew members.)

La Capitan's deck has a number of cards that can destroy our ongoing and equipment cards. Not to mention a crew that has that power as well. So unless we have some way of controlling her deck (the time ship being there doesn't help either, with the extra draws, constant shuffling and trash recycling it can do), maybe it's wise not to rely too much on our ongoing cards. You definitely need those equipment cards though.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 12:12:39 AM
Alright, should have explained this sooner, but you really do need those equipment cards, because Unity like to dismantle them.

To explain, in order to build her robots, she needs to destroy equipment, hers or any other heroes.  It's polite, therefore, to offer equipment you can do without for that purpose.

She does have cards that offer alternate ways of putting bots into play.  Also, while she can't play bots like normal cards on her own turn, she can if she somehow gets the ability to play cards on someone else's turn.

Now back to our regularly scheduled playing.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 07, 2015, 01:31:33 AM
Just a little aside to share - I came home from work today to a box of Sentinels expansion fun from Greater Than Games!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 07, 2015, 01:56:56 AM
Quote from: Uncle Yuan on January 07, 2015, 01:31:33 AM
Just a little aside to share - I came home from work today to a box of Sentinels expansion fun from Greater Than Games!
Really? That sounds great. What does the expansion include? I saw this "Wrath of the Cosmos" expansion pack in the internet. Would it be that one? :)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 01:57:06 AM
Quote from: Uncle Yuan on January 07, 2015, 01:31:33 AM
Just a little aside to share - I came home from work today to a box of Sentinels expansion fun from Greater Than Games!

I hate you now.  Mine hasn't arrived yet.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 02:04:19 AM
Quote from: Outcast on January 07, 2015, 01:56:56 AM
Quote from: Uncle Yuan on January 07, 2015, 01:31:33 AM
Just a little aside to share - I came home from work today to a box of Sentinels expansion fun from Greater Than Games!
Really? That sounds great. What does the expansion include? I saw this "Wrath of the Cosmos" expansion pack in the internet. Would it be that one? :)

If he got it already, then he, like me, is a pre-order, so that would be Wrath of the Cosmos plus 3 mini-expansion (Hero Guise, Villain Wager Master, and Environment Omnitron IV) and 6 Hero promo cards.

So lots of goodness.

EDIT: Also it is your turn, UY
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 07, 2015, 02:06:52 AM
Quote from: Outcast on January 07, 2015, 01:56:56 AM
Quote from: Uncle Yuan on January 07, 2015, 01:31:33 AM
Just a little aside to share - I came home from work today to a box of Sentinels expansion fun from Greater Than Games!
Really? That sounds great. What does the expansion include? I saw this "Wrath of the Cosmos" expansion pack in the internet. Would it be that one? :)

Yep, Wrath plus three promo decks  (the "Mr. Mxyzptlk-ish" villain the Wager Master, a "break the fourth wall" goofball hero called Guise and the fourth incarnation of Omnitron as an environment) and promo character cards for KNYFE,  and the Prime Wardens - Argent Adept, Captain Cosmic (new in the expansion), Fanatic, Haka and Tempest.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 07, 2015, 02:14:17 AM
Pretty cool. Lots of goodness indeed.  :cool:
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 07, 2015, 02:43:17 AM
Back to our regularly scheduled game . . .

Dr. Medico's golden glow intensifies as he lifts into the air.  "All right, Sentinels, let's remind the Captain why she doesn't try her tricks in Phoenix any more!  Writhe, with me.  Idealist, stay close to Mainstay but be ready."  With a wordless nod the inky form of Writhe flows after the glowing form of Dr. Medico.  For a second the Idealist looks like she's going to object, but at a warning glare from Medico she steps closer to the towering Mainstay, who plucks her up effortlessly and places her on his shoulder. 

In seamless tandem the flying pair soar around opposite sides of the floating ship, simultaneously releasing blasts of golden and pitch black energy.  La Paradoja Magnifica's timbers creak and buckle under the double attack. (Horrifying Dichotomy, both targeting the ship.)

"Now you, pepita" comes the bass rubble of Mainstay.  With a wide grin Idealist stands on her wide perch and forms a giant hammer of shimmering blue telekinetic energy and slams it into deck of the already listing ship.  "Super-duper-lame!" (Telekinetic Jab)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 07, 2015, 03:11:26 AM
Quote from: Deaths Jester on January 06, 2015, 09:32:37 PM
Fumbling with her jammed weaponry, Expat glares at the overblown La Captain.  "True that ship is a mighty problem but these overblown catter-walling villains always hide behind their lowly henchmen too."

(I had an answer to her constant barrage of crew.  I planned on playing Hair-trigger reflexes this turn.  Combined with Tempest's rolling attack - I don't remember what it was called - the two of us could at least hinder further crew members.)

Hair-trigger Reflexes is a great card for La Capitan.  If Parse can get Exploit Vulnerability into play we'll be able to shred baddies as quick as they pop up.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 03:15:02 AM
That's a total of 8 damage to the ship.

The Sentinels draw

Spoiler

Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.

It is now Parse's turn.

Effects in play:
Expatriette cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 74 Highest Villain Target
Cards in Play:
La Paradoja Magnifica--6hp
Spoiler

La Paradoja Magnifica:15 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 25
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 22

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 26 Highest Hero Target

Available Powers
Load: Play a card.

In Play:
Spoiler


Hand:
Spoiler

Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.
Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Swift Bot: 6   hp, Mechanical Golem--This card cannot be played during your play phase.You may play an additional card during your play phase.You may draw an additional card during your draw phase.
Volatile Parts: Equipment--Whenever a Mechanical Golem is destroyed, Unity deals the non-Hero Target with the lowest HP 2 Fire Damage.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: None

Spoiler

Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 07, 2015, 04:18:50 AM
Hmmm....so can i still use Between the Lines to make Idealist use her telekinetic jab once more? Or you simply cannot make the same hero use their base power or any power twice?

If i could still do that at least, and Unity releases her Raptor Bot, we could still sink that ship in this round.

If not i guess i'll have to settle for Quick Calculation and use my Base power to shoot one arrow to La Capitan's Timeship.

Parse makes a futile attempt to try and sink the La Paradoja Magnifica with her arrow. Cursing under her breath, Parse begins typing rapidly in her ipad as she tries to look for more options on how to deal with the threat of La Capitan and her ship.


Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 04:39:49 AM
You cannot use the same power twice in a given turn.  Idealist has not used her power on your turn, she used it on the Sentinels' turn, so yes, you could still do that. 

I'll need confirmation on whether you still wish to use Quick Calculation, or whether you wish to use Between the line.

Note--Since no one has played any equipment so far, either Expat will need to play something for Unity to use to built a bot, or Unity will have to play Volatile parts, then destroy it to create a bot.  Either way would work.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 07, 2015, 06:18:13 AM
Alright. Might as well try my best.

I'll use Parse's Between the Lines then for Idealist's Telekinetic Jab. Then follow it up with her base power Pinpoint Shot.

After the spectacular combination of attacks the Sentinels just used, Parse manages to signal the Idealist to make a similar two pronged attack of their own.

"Her timeship is severely weakened now. We can still sink that ship before it can bring in more reinforcements for La Capitan! It's up to you guys now."

Draws a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 10:33:55 AM
As the Idealist has only one power and this was planned, I will assume that she does hit the ship, although UY can change that if he likes.

Parse draws
Spoiler
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.

It is Expat's turn

Effects in play:
Expatriette cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 74 Highest Villain Target
Cards in Play:
La Paradoja Magnifica--2 hp
Spoiler

La Paradoja Magnifica:15 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 25
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 22

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 26 Highest Hero Target

Available Powers
Load: Play a card.

In Play:
Spoiler


Hand:
Spoiler

Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.
Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Swift Bot: 6   hp, Mechanical Golem--This card cannot be played during your play phase.You may play an additional card during your play phase.You may draw an additional card during your draw phase.
Volatile Parts: Equipment--Whenever a Mechanical Golem is destroyed, Unity deals the non-Hero Target with the lowest HP 2 Fire Damage.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: None

Spoiler

Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 07, 2015, 10:43:30 AM
Cat, would you do me a favor and with the next turn summary add maximum HP for targets?  This can help me/us prioritize attacks and healing.  (Plus, it's just fun to know when you cross the half way point, 10% left, etc).
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 07, 2015, 10:49:04 AM
Quote from: Uncle Yuan on January 07, 2015, 10:43:30 AM
Cat, would you do me a favor and with the next turn summary add maximum HP for targets?  This can help me/us prioritize attacks and healing.  (Plus, it's just fun to know when you cross the half way point, 10% left, etc).

Sure
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 08, 2015, 04:18:22 PM
I know it's not my turn yet, but I have a quick question: can you destroy a card from your hand on your turn, or does it need to be played first, then destroyed the next round?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 08, 2015, 07:58:46 PM
Destroy refers specifically to cards in play.  Discard refers to cards in your hand.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 08, 2015, 09:12:09 PM
Expat intently watches the ship, waiting for foul minions to come wandering out. (Play Hairtrigger Reflexes, draw, and end my turn)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 08, 2015, 11:13:59 PM
Quote from: Glitch Girl on January 08, 2015, 04:18:22 PM
I know it's not my turn yet, but I have a quick question: can you destroy a card from your hand on your turn, or does it need to be played first, then destroyed the next round?

As UY said, it has to be in play to destroy it, but there is no requirement to wait a turn to do so.  You may put it into play on your play phase, then immediately destroy it for you power phase, it just has to be played before you destroy it, even if it was just barely before.

So you could, for example, play Volatile Parts, then immediately use your power to destroy it to play a bot, then immediately use the bot, all on the same turn.

Speaking of your turn, Expat draws

Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.

And now it is Unity's turn.

Effects in play:
Expatriette cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 74/75 Highest Villain Target
Cards in Play:
La Paradoja Magnifica--2/15 hp
Spoiler

La Paradoja Magnifica:15 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 25/26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 22/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 26/29 Highest Hero Target

Available Powers
Load: Play a card.

In Play:  Hairtrigger Reflexes
Spoiler

Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

Hand:
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 26/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Swift Bot: 6   hp, Mechanical Golem--This card cannot be played during your play phase.You may play an additional card during your play phase.You may draw an additional card during your draw phase.
Volatile Parts: Equipment--Whenever a Mechanical Golem is destroyed, Unity deals the non-Hero Target with the lowest HP 2 Fire Damage.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: None

Spoiler

Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 09, 2015, 03:33:51 AM
"Parts...parts...parts..." Unity mumbles to herself, rapidly searching around the area for something she can cobble into something useful.  "Gotta be something around here I can use..."

A large, still sparking chunk of the Timeship, knocked loose by the assasult, lands in front of her with a heavy "Ka-THUMP!"

Unity smiles.  "That'll work."

(play "Volatile Parts" and destroy it, turning it into a Swift Bot )
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 09, 2015, 04:05:35 AM
Unity draws

Spoiler

Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

It is now the Environment's turn.

Freedom Tower plays Entry Point:Play this card on a Room card. If there are no Room cards in play, reshuffle this card into the Environment deck and play the top card of the Environment deck. A card under this card has no game text. Increase damage dealt by Villain targets by 1.

There are no Rooms in play, so Entry Point is shuffled back into the deck.

Freedom Tower instead plays Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.

It is now the Villain's turn.

La Capitan plays Raiding Party: One-Shot--Reveal cards from the top of the Villain deck until (H) minus 1 Crew cards are revealed. Put them into play. Discard the other revealed cards. Destroy a Hero Ongoing or Equipment card.

La Capitan discards two copies each of Walk the Plank, Temporal Thief, and Haria Helena's Revenge and one copy each of Plunder, All Together Now, and Captain's Orders.

She puts the following Crew into play, in order

Final Breath: 11 hp, Crew, Ronin--Increase Damage dealt by this card to Targets with 10 or fewer HP by 1. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 3 Toxic Damage.
Battle Forged: 12   hp, Crew, Viking--At the end of the Villain turn, this card deals the non-Villain Target with the lowest HP (H) Energy Damage.Whenever Damage dealt by this card destroys a Target, play the top card of the Villain deck.
Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

Expat hits each of these as they comes out, then Hairtrigger Reflexes is destroyed as it is the only Ongoing or Equipment cards in play (bots do not count as either)  The card gets sucked under La Capitan's character card.

Next, the ship plays Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.

Final Breath hits Swift Bot for 4 hp
Battle Forged hits Swift Bot for 5 hp, destroying it.  It is sucked under La Capitan's card.  As he has just destroyed a card, Battle Forged plays L'Épéiste: 7 hp, Crew, Musketeer--At the start of the Villain turn, this card deals the Hero Target with the highest HP X Energy Damage, where X = the number of Hero Ongoing and Equipment cards in play.
Chip hits Unity or Expat for 2 damage, and Trueshot hits the other for 4 damage.

Which one is taking which?

EDIT: For some Reason, I forgot that Electrical Storm was in play, so either it or Hairtrigger have to go.  I'll need a decision on that too.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 09, 2015, 06:17:52 AM
Wow just wow. Just one card has tipped the scales. La Capitan just managed to bring out almost all of his crew in a single round. Only one remains, the Amazing Mable (the one who can destroy 1 ongoing and equipment card in every turn). And if i'm not mistaken, there are only 4 cards left remaining in her deck. After that, even if we destroy the timeship, all the cards in the trash pile will shuffle back to her deck.

I think i should have used Gauge instead.

Just as a bunch of La Capitan's crew jumps out of the timeship, Parse scolds herself for not sensing the surprise attack that just happened. She was too busy trying to destroy the ship, and did not notice the crew that were setting themselves up for a raid. "Great. That's all we need, more gate crashers."
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 09, 2015, 11:18:02 AM
Yeah, my next suggestion was going to be deck manipulation . . .
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 09, 2015, 11:47:50 AM
Tempest just did a little wee.

Hairtrigger / Electrical Storm seems a tough call. I hate to volunteer someone else's card, but I think mine staying in play will do more damage in the long run?


For deck manipulation, do the crew cards count as character cards? I can put one back on the deck and gauge can move it to the bottom, putting it out of play for a few turns. If that sounds logical, which crew member shall we remove this way?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 09, 2015, 02:05:17 PM
I'll take the 4.

Well, that escalated quickly. 
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 09, 2015, 02:17:00 PM
Ok. According to my calculations, of the 4 cards remaining in La Capitan's deck, 3 of those can destroy an ongoing/equipment card. That's the crew member the Amazing Mable, the Plunder Card, and we're all familiar with Raiding Party. The other card is Captain's Orders, an ongoing card that targets the Hero with lowest HP.

I think Hairtrigger Reflexes did a pretty good job at reducing all of the crew members' HP. Electrical Storm on the other hand, can still add to that, reducing all the crew members' HP by 1 point, not to mention the timeship and La Capitan. If we add Sentinel's Black Out attack and Unity's Raptor Bot, they can reduce 2 more points from them each. Then add Tempest's base power Squall which reduces 1 more point. Thus in total, we could reduce all the crew members' HP by 6 points except for Siege-Breaker because he has some armor or thick skin. We can only reduce 2 points from him. But the timeship is as good as gone.

This will leave the remaining crew members with the following HP:

Final Breath: 5 HP  (attacks lowest HP hero)
*but if Expat targets this with Assault Rifle he gets * 3HP

Battle Forge: 6 HP  (attacks lowest HP Non Villain)
*if Expat targets this one he gets * 4 HP

Chip: 2 HP  (attacks highest HP hero)

True Shot: 3 HP (attacks highest HP hero)   
*if Expat targets this one he gets * 1 HP left

Siege Breaker : 8 HP (attacks 2 highest HP heroes)

L' Epeiste : 1 HP (attacks highest HP hero)

La Capitan - (attacks highest HP hero)

*Expat can reduce 2 more points for 3 crew members only by Equiping Assault Rifle* (except again for Seige Breaker). But if we want Unity's Raptor Bot, Expat's Assault Rifle will be sacrificed. But if we want to protect Unity's Raptor Bot next round, we would need to take out Battle Forge.

Additional attacks we can make. Tempest can hit for 5. Sentinels Idealist can hit for 2. Parse can hit for 2, (and if i dont use Gauge, she can make Idealist hit for 2 more or make Tempest hit them all for 1 except Seige Breaker).  So there may still be some hope left.   *I think we may knock all the crew members out except for Seige Breaker , if i use Tempest's squall again*

But if i don't play Gauge (as a form of distraction), there's a strong chance that the next card in La Capitan's deck would destroy Tempest's Electrical Storm.

That's my analysis so far. 

Hmmm....i wonder what will happen if Raiding Party comes into play again but La Capitan's deck only had 1 crew member left and some crew members (we may have disposed of) are in the trash pile.... :blink:
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 09, 2015, 03:23:09 PM
Does anyone have a card that turns La Capitan into Baron Blade? I liked Baron Blade.

I'll add another 1 per target to those calculations with squall on my turn - I'll be using it anyway, since its all I'll have available.

And yes, I'll be using my lightning slash on Battle Forge in that case.

It sounds as though you using gauge only reduces the chance of an ongoing destruction card, rather than eliminating it? Someone else may know more, but I feel that the timing is a bit too critical to gamble when you could be doing damage. When we get to that stage, we could see whether dealing 2 to 1 or 1 to all (just saw that musketeer card) is better.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 09, 2015, 03:46:21 PM
Oh yeah you're right. I didnt notice Electrical Storm triggered automatically at the start of your turn. I assumed it was a power, so i didnt take your base power into account. That's great. That makes the total reduction for almost all the villains to 6 instead of 5. I'll update my analysis later.

We might need to take out Final Breath as well, since it attacked Unity's Swift Bot earlier as well.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 09, 2015, 06:50:04 PM
With the sudden force of crew mates surged from the ship, Expat does what she can to hit them.  With so many arriving at once, she finds herself breaking into a sweat which starts to obscure her vision. (Discard/destroy Hair Trigger Reflexes.)

OOC:  So. it looks like the best plan going ahead for Expat would be for me to play Assault Rifle on my turn, attack the villains, and then toss it over to Unity to tear apart for parts.  Alrighty...looks like my turn is decided then....great....
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 09, 2015, 09:53:41 PM
I completely forgot to take La Capitan's own damage into account.  This changes thing slightly.

So to start over the end of turn things.

First, La Capitan hits someone for 4.  Unity volunteered, so that is then.
Next, the ship plays Siege-Breaker as before
Swift Bot gets blown up like before.
Chip Hits Expat for 2.
Trueshot hits Tempest for 4.

Siege Breaker hits Expat and either Parse for Unity for 2 each.

Once I know which of the two ladies to deal damage two, that will be the end of La Cap's turn.

As to the question of what Raiding Party would do in this case--it would discard cards, pull out Mable, then keep discarding until the deck is empty.  Only playing cards triggers a reshuffle, so it would just stop at that point and no more baddies would be pulled out.  Next time La Capitan plays a card, it will get reshuffled into a new deck.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 09, 2015, 10:30:08 PM
Parse will take the damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 09, 2015, 10:41:30 PM
"Jump on, cut them to pieces!" the pirate captain screams.  From the smoking ship, crewmembers assembled from throughout time jump into the tower and begin their attack.

In the meantime, Captain Roberts, head of Freedom Tower security, arrives at the Security Station.

"How are evacuations doing?"

"All civilians out of the building, sir"

"Lock down the room then.  This is hero business, so we're to stay out of it.  Monitor the situation and the buildings systems and be ready to deactivate them and activate security and safety systems."

It is now Tempest's turn.  At the start of the turn, the electrical storm goes off and all villains are dealt a point of damage.

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 73/75 Highest Villain Target
Cards in Play:
La Paradoja Magnifica--1/15
Final Breath--9/11
Battle Forged--10/12
Chip--6/8
Trueshot--7/9
Siege-Breaker--10/10
Spoiler

Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Final Breath: 11 hp, Crew, Ronin--Increase Damage dealt by this card to Targets with 10 or fewer HP by 1. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 3 Toxic Damage.
Battle Forged: 12 hp, Crew, Viking--At the end of the Villain turn, this card deals the non-Villain Target with the lowest HP (H) Energy Damage.Whenever Damage dealt by this card destroys a Target, play the top card of the Villain deck.
Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.
La Paradoja Magnifica:15 hp, Relic, Timeship--At the end of the Villain turn, play the top card of the Villain deck. At the start of the Villain turn, shuffle the Villain trash into the Villain deck.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 21/26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22/29 Highest Hero Target

Available Powers
Load: Play a card.

In Play:  Hairtrigger Reflexes
Spoiler

Hairtrigger Reflexes: Ongoing,Limited--Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.

Hand:
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 22/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 09, 2015, 11:12:11 PM
Tempest shall hit Battle Forged with Lightning Strike, and then hit everyone with Squall.

He's especially proud as the time ship tears to pieces.

He nods satisfied and draws a card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 10, 2015, 01:42:14 AM
So, Hair-trigger Reflexes didn't need destroying? Or is that just a mistake?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 10, 2015, 06:03:51 AM
Don't forget L'Epeiste.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 10, 2015, 06:10:23 AM
Quote from: Deaths Jester on January 10, 2015, 01:42:14 AM
So, Hair-trigger Reflexes didn't need destroying? Or is that just a mistake?

A mistake.  I knew I forgot to remove something.

As a Hero card has been played, Trueshot heals to full hp before being hit by the Squall.

Tempest draws
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.

It is now the Sentinels' turn.

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 72/75 Highest Villain Target
Cards in Play:
Final Breath--8/11
Battle Forged--4/12
Chip--5/8
Trueshot--8/9
Siege-Breaker--10/10
L'Épéiste--5/7
Spoiler

L'Épéiste: 7 hp, Crew, Musketeer--At the start of the Villain turn, this card deals the Hero Target with the highest HP X Energy Damage, where X = the number of Hero Ongoing and Equipment cards in play.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Final Breath: 11 hp, Crew, Ronin--Increase Damage dealt by this card to Targets with 10 or fewer HP by 1. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 3 Toxic Damage.
Battle Forged: 12 hp, Crew, Viking--At the end of the Villain turn, this card deals the non-Villain Target with the lowest HP (H) Energy Damage.Whenever Damage dealt by this card destroys a Target, play the top card of the Villain deck.
Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 21/26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Blackout: One-Shot--One of your Heroes deals 1 Target 2 Melee Damage.If Writhe deals Damage this way, the Damaged Target then deals each non-Hero Target 2 Infernal Damage.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22/29 Highest Hero Target

Available Powers
Load: Play a card.

In Play:  None
Spoiler


Hand:
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 22/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 10, 2015, 06:22:04 AM
Looks like i forgot about Trueshot's ability to heal for every Hero card played.

As for L'Epeiste, i think she would have 4 HP if she was caught by Hair Trigger Reflexes when she came in.  Or was it destroyed before she came into play?  :unsure:

Edit: Ok just checked and reread what happened. Hair Trigger Reflexes was destroyed immediately after Raiding Party was played. 5HP is correct.

So am i correct that True Shot heals 4HP everytime a Hero Card plays out? Talk about Wolverine like healing. We will need someone who can deal a huge amount of damage in one shot or  maybe thru combos.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 10, 2015, 11:12:22 AM
Does Into the Stratosphere work on the crew (character?) cards? I could remove either Trueshot or Siege Breaker next round, if they're still causing us grief. And unless its a waste of a good card, gauge could move them to the bottom.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 01:27:17 PM
Into the Stratosphere could move a crew member.  I find that card a bit of a mixed bag.  It's best used on things that will act at the start of the villain turn (It's great against Electro-Pulse Explosive from Omnitron, for example), but those cards are uncommon.  End of turn acting cards are kind of pointless as they'll still activate after they're played - UNLESS you're using it as a deck manipulation strategy, kind of a "the devil you know is better than the devil you don't" approach.  In which case it can work fine.  Especially now that the ship is gone.  I think this is the best way to think about this card

The big problem about using it against a target is that they return to play with full HP, giving them a defacto heal.  Someone like Trueshot might be a bad choice because she's an end of turn actor and we would lose the few points we were able to get ahead on her.  Seigebreaker might be a decent choice, but like Trueshot he can be hard to damage, so loosing what damage we can get on him can be a bit of a bummer.  I think the best choice would actually be L'Epeiste - he's a start of turn actor and he can hit very, very hard.  He's also a bit more fragile, so while he may be closer to dead when you put him back he also won't be too difficult to knock out if we focus on him.

And I'd say we would NOT want to move the Stratosphere card to the bottom of the deck, because as said, the real purpose of this card is to stack the villain deck with a known quantity.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 10, 2015, 02:08:49 PM
I should point out that the real advantage of Into the Stratosphere is that even if it is an end of turn actor, at least the villain won't be playing anything new.  It's effectively the same as preventing a villain card from being played if you choose the right card to move with it.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 02:18:28 PM
Dr. Medico mutters, "Mierda, she's picked up new crew since we defeated her last!"  He glances quickly towards the Idealist but the normally irrepressible tween hero seems too shocked by the sudden flood of bad guys to have heard his obscenity.  Taking a deep breath he turns back towards the pirate crew still picking themselves up out of the ruins of the ship.  "Stay focused Sentinels.  They may have some new faces on their side, but we have some too!  Writhe, blackout!" Dr. Medico briefly paints Battleforged with a harmless halo of golden light and Writhe flows silently across the battle field towards his target.  "Idealist, when he's done, priority on any target you think you can take out."

Before Dr. Medico finishes his instruction to Idealist Wirthe envelopes Battleforged in an impenetrable black shroud.  Their is a single beat where nothing seems to happen, then Battleforged let's out a bloodcurdling scream of abject terror and begins flailing blindly around him with his energy battleaxe.  Guided by Writhe, Battleforged lurches through his team, managing to strike every one of them, including his Captain, before falling to the ground unconscious.  (Blackout.  The direct attack against Battleforged will do 2 psychic damage (technically melee, but it doesn't matter right now so I'm renaming it for flavor purposes).  Battleforged then does 2 melee damage to every non-hero target (1 to Siege-Breaker with his DamRes), including himself.)

The Idealist forms a glowing blue bow loaded with an absurd appearing glowing blue arrow tipped with a boxing glove.  Scanning the remaining crew she sights on Final Breath and fires.  A whispy blue tendril of telekinetic force guides the improbable arrow unerringly to it's target, knocking the pirate off his feet.  With a wordless scowl Final Breath flips agilely back to his his feet, ready to continue the battle. (Telekinetic Jab).

Dr. Medico looks pointedly at the Idealist.  "It seems somebody has been into her father's comic book collection again.  Without permission.  Again."  The Idealist seems not to have heard, her attention fixed on the enemy, but a distinct blush appears around her blue domino mask.

Spoiler
Not being able to take out any other targets I hit Final Breath - he's the other main one for picking on lowest HP, making it hard for Unity to keep any of her bots in play.  And once they're gone, all of my characters . . . )
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 10, 2015, 02:21:47 PM
Thats an interesting point. I'm just trying to work out how useful it will be. It may be something I save for later to keep things under control and just focus on dealing damage the next few rounds.

Thanks for the insight. Not sure how I feel about Tempest yet, compared to how diverse Omnitron was to play,
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 02:23:13 PM
Quote from: catwhowalksbyhimself on January 10, 2015, 02:08:49 PM
I should point out that the real advantage of Into the Stratosphere is that even if it is an end of turn actor, at least the villain won't be playing anything new.  It's effectively the same as preventing a villain card from being played if you choose the right card to move with it.

That's a good point - it's a turn with no effective change in the villain tableau (providing they don't get a second card play).  The drag is that we loose any accumulated damage against a target.  Given that it will be hardest to get damage accumulation against Trueshot, I do think Siege-Breaker would be the best choice for this.  I think we can knock L'Epieste out this round without much trouble.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 10, 2015, 02:45:46 PM
Battleforged goes down.  Trueshot heals first, then takes the damage.

Sentinels draw
Spoiler
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.

It is now Parse's turn

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 70/75 Highest Villain Target
Cards in Play:
Final Breath--4/11
Chip--3/8
Trueshot--7/9
Siege-Breaker--9/10
L'Épéiste--3/7
Spoiler

L'Épéiste: 7 hp, Crew, Musketeer--At the start of the Villain turn, this card deals the Hero Target with the highest HP X Energy Damage, where X = the number of Hero Ongoing and Equipment cards in play.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Final Breath: 11 hp, Crew, Ronin--Increase Damage dealt by this card to Targets with 10 or fewer HP by 1. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 3 Toxic Damage.
Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 21/26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Between the Lines: One-Shot--One Hero may use a power now. If that power deals damage, that damage is irreducible.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22/29 Highest Hero Target

Available Powers
Load: Play a card.

In Play:  None
Spoiler


Hand:
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 22/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 10, 2015, 03:53:17 PM
Looking at the HP of the remaining crew members, i think Expat's Assault Rifle and Unity's Raptor Bot can already take out Final Breath, Chip, and L'Epeiste. So if it's ok i can try to soften up Siege-Breaker for you guys in the next round? If i use my targeting arrow on him, i can also render his body armor useless. We can have his HP down to 4 at the end of this round. Of course, that is with Unity's Raptor Bot's help. And assuming La Capitan doesn't flip and heal him the next round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 09:52:37 PM
If I am following your math: Assault Rifle does 3x2 damage - Final Breath to 2, L'Epieste and Chip to 1.  If Unity plays Powered Shock Wave and does one across the board, taking out L'Epieste and Chip, FB to 1, then U eats the Assult Rifle, puts out Raptor Bot who will do in Final Breath?

I have a couple of concerns with this.  While it might make short term sense to cannibalize Assault Rifle for a bot, I'm not sure it make long term sense to cripple Expat to do this.  She doesn't otherwise have ready access to weapons with her current hand, and AR is a really good group killer (esp loaded with Hollow Points or even Incendiary Rounds).  Plus, given how fragile Raptor Bot is there's a good chance it's going down soon.  I don't feel like that that's a good trade off in the long run.

My alternate proposal is Between the Lines for Tempest's Squall, you Pinpoint Shot Final Breath, Expat takes those three with AR, and Unity takes a double draw turn.  That gets us to the same basic end point, definitely leaves Expat in a stronger position for the future, and hopefully Unity as well.  True, Siege-Breaker has a few more HP but he's not going down this round anyway.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 10, 2015, 10:46:38 PM
Yaun, don't forget I've got Quick Draw still in my hand which would allow me to pull out a gun next round if Unity does eat Assault Rifle. Or I could get really lucky and draw Shotgun.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 10, 2015, 10:57:43 PM
That sounds like a good idea to me, Yuan, as long as Glitch is happy to double draw. We can really give Siege Breaker what for next round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 10, 2015, 11:09:22 PM
Well, i know Parse with the help of Tempest's squall power, and Expat's assault rifle can finish the 3 weaker crew members this round. If Unity doesn't use Expat's assault rifle to make a bot, there's a 75% chance La Capitan's next card would be a card that destroys an ongoing/equipment card. We will have to choose between Tempest's Electrical Storm and Expat's assault rifle. If we intend to keep Expat's assault rifle, then i can see how you would want Unity to draw cards instead and hopefully find and get to use one of her equipments to build her bots around.

That's why i wasn't sure and wanted to ask you guys first.

As to my math, i wasn't thinking about Powered Shock Wave, i was thinking Unity can still draw cards but uses Expat's assault rifle to build Raptor Bot to try to do 2 more damage to every villain.

On the other hand, if Unity breaks Expat's assault rifle apart , there's still 75% chance that the next card of La Capitan will have no other choice but to destroy Tempest's Electrical Storm.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 11:11:47 PM
Quote from: Deaths Jester on January 10, 2015, 10:46:38 PM
Yaun, don't forget I've got Quick Draw still in my hand which would allow me to pull out a gun next round if Unity does eat Assault Rifle. Or I could get really lucky and draw Shotgun.

For single target damage Pride + Prejudice + a couple of ammo cards is top shelf, but with La Cap and her crew I think you'll get more mileage from Assault Rifle.  Pride/Prejudice alone is sub par, plus you'll have to use a play when using Quick Draw.  I'm not saying you have NO options, but I think keeping Assault Rifle is your best long term play.  Especially if all Unity is getting for it is a single Raptor Bot.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 11:13:00 PM
Quote from: Outcast on January 10, 2015, 11:09:22 PM
Well, i know Parse with the help of Tempest's squall power, and Expat's assault rifle can finish the 3 weaker crew members this round. If Unity doesn't use Expat's assault rifle to make a bot, there's a 75% chance La Capitan's next card would be a card that destroys an ongoing/equipment card. We will have to choose between Tempest's Electrical Storm and Expat's assault rifle. If we intend to keep Expat's assault rifle, then i can see how you would want Unity to draw cards instead and hopefully find and get to use one of her equipments to build her bots around.

That's why i wasn't sure and wanted to ask you guys first.

As to my math, i wasn't thinking about Powered Shock Wave, i was thinking Unity can still draw cards but uses Expat's assault rifle to build Raptor Bot to try to do 2 more damage to every villain.

Raptor Bot is a single target attack, so it won't hit every villain.  And as it's damage is dependent on how many bots are already in play they're pretty meh when alone.  If find them best as your 3th or 4th bot out.  Plus they're so fragile that unless you have some sort of defense up (Stealth Bot) a single hit from a "targets lowest" will usually take them out.

I wasn't thinking about La Caps deck.  If your analysis is correct then perhaps getting Gauge into play is the way to go?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 10, 2015, 11:16:53 PM
Quote from: Uncle Yuan on January 10, 2015, 11:13:00 PM
Raptor Bot is a single target attack.

:doh: I thought it was a multiple target attack. Must have been confused. :wacko:

Ok. That leaves me with little choice then. Gauge can only help a little since i think 3 out of the 4 cards will be able to destroy ongoing and equipment cards. If it's either Raiding Party or the crew Amazing Mable, there's an equal chance that both Electrical Storm and Expat's Assault Rifle will be destroyed in the process. And using Gauge would leave one more crew member standing, Final Breath.

Parse quickly equips one of her arrows with one of her Amplifying arrowheads and fires it at Tempest. (uses Between the Lines to Tempest) Upon hitting Tempest, Parse shouts "That's one of my Amplifying arrows i just hit you with Tempest, you can use one of your powers again which i've amplified a bit to ignore any kind of body armor."

Seeing that Final Breath may still have some fight in him. Parse exclaims "This one looks like it's not ready to give up yet." Gets one of her arrows and fires at the stubborn crew member. (use Pinpoint Shot) "Ok Expatriette, fire without prejudice."

Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 10, 2015, 11:39:52 PM
And when Cat recommends that we donate Equipment to Unity for bots he's not saying we're obligated to do so, just to be aware when it's a relatively easy option.  It's like when a villain plays an equipment killing card and we say "You can take my X since I have another in my hand."  Or if you have no great move of your own and an equipment card you don't really need, put it out there for her.  Expat's ammo cards are great for this as she often gets ones that are less than ideal for the situation at hand.  And Unity doesn't absolutely need us to give her equipment to be effective; she actually has a lot of options all on her own.  It's just another thing to keep in mind as we play cards and manage our hands.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 11, 2015, 09:09:40 AM
"Ow!"

<_<

Tempest takes the opportunity to use Squall.

He doesn't quite get the science of it, but it seems to work out alright.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 11, 2015, 10:12:35 AM
Parse couldn't help but smile thinking, maybe i should have warned Tempest that it might sting a little bit. :P
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 11, 2015, 03:45:59 PM
Final Breath takes 3 damage and all the other villains take 1.

EDIT: I forgot to add in the Nemesis bonus on the Sentinels' turn.  I have fixed that now.

Parse draws
Spoiler

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.

It is now Expat's turn.

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 68/75 Highest Villain Target
Cards in Play:
Final Breath--1/11
Chip--2/8
Trueshot--8/9
Siege-Breaker--8/10
L'Épéiste--2/7
Spoiler

L'Épéiste: 7 hp, Crew, Musketeer--At the start of the Villain turn, this card deals the Hero Target with the highest HP X Energy Damage, where X = the number of Hero Ongoing and Equipment cards in play.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Final Breath: 11 hp, Crew, Ronin--Increase Damage dealt by this card to Targets with 10 or fewer HP by 1. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 3 Toxic Damage.
Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 21/26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22/29 Highest Hero Target

Available Powers
Load: Play a card.

In Play:  None
Spoiler


Hand:
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 22/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 11, 2015, 06:24:37 PM
If we can somehow get True Shot to 3 HP by the beginning of my turn I can get rid of her with Fling into Darkness.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 12, 2015, 07:13:24 AM
Quote from: Uncle Yuan on January 11, 2015, 06:24:37 PM
If we can somehow get True Shot to 3 HP by the beginning of my turn I can get rid of her with Fling into Darkness.

With Trueshot's healing factor, i'm afraid that responsibility will likely fall to Tempest. Because even if Unity manages to bring him down to 3HP. He will heal back 4 when Tempest plays a card making his HP 7. So Tempest would need to do 4 HP damage to counter his healing.

For the rest of us, i think if we want to make any significant effect on his HP, we would need to consistently deal at least 5 HP of damage to him. If we can't, he'll be close to almost if not already in full health by the time Tempest plays a card.

Does your nemesis bonus count for the crew members as well?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 12, 2015, 08:00:18 AM
Hm, I don't think I could reach 4 damage. For one thing, we have to hope Capitan's next card won't destroy an ongoing, because my storm would be on the line. Into the Deep can do 2hp, but only to the highest villain.

I think I'd be hard pressed to do as much as 2 damage next round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 12, 2015, 08:10:52 AM
After the weaker crew members, it's probably best to concentrate on Siege Breaker for awhile while we *set things up* for True Shot. Since he's able to attack 2 heroes at once.

*From the cards we have right now. Here's another option for True Shot, Tempest can use Reclaim from the Deep to get his Lightning slash back by the next round. (Expat could get his Assault Rifle if it gets destroyed too)  After he does this though, Parse can use Targeting arrow on True Shot so Tempest can deal him 6 HP damage when he gets to use his Lightning Slash the next round.*

That is , if True Shot heals before taking the damage and La Capitan doesn't play Temporal Thief which robs the top card of a Hero's deck.

If i had my Buffer Overflow, (an Ongoing card which could be destroyed before i have a chance to use it.) i can use it after Tempest uses Into the Stratosphere to True Shot. But as of right now i don't have it......Or what we can use is combine Into the Stratosphere, with Gauge (I can put True Shot at the bottom of the deck), then Sentinels' Writhe can use his base power Extract to discard the bottom card/TrueShot by the next round.  It would be better if i had Extrasensory Awareness.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 12, 2015, 07:36:57 PM
Having found herself once more out in the open, Expat quickly dives towards the nearest cover, slinging the assault rifle she's packing on her back into firing position in the process. (Play Assault Rifle) Without thought, she flips the assault rifles firing mode to three-round burst and takes aim at La Captain's crew.  Three trigger pulls latter, the pained moans of three of the crew members fill the air, as Expat's bullets hit them. (Attack Chip, Final Breath, and  L'Épéist with Assault Rifle) With a slightly wicked grin across her face, Expat ducks back down behind her cover. (Draw card and end turn)

OOC: Sorry it took me so long folks, was in ER past few days trying to find out what's going wrong with me.  Am back now and a bit better.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 12, 2015, 09:42:08 PM
All three of those go down. 
Expat draws
Spoiler
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

It is now Unity's turn

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 68/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Siege-Breaker--8/10
Spoiler

L'Épéiste: 7 hp, Crew, Musketeer--At the start of the Villain turn, this card deals the Hero Target with the highest HP X Energy Damage, where X = the number of Hero Ongoing and Equipment cards in play.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Final Breath: 11 hp, Crew, Ronin--Increase Damage dealt by this card to Targets with 10 or fewer HP by 1. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 3 Toxic Damage.
Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 21/26
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.

In Play:  Assault Rifle
Spoiler

Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 22/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 13, 2015, 10:20:53 AM
If Outcast is right and the villain's deck is going to get shuffled fairly imminently, is it worth keeping Trueshot and/or Siege-Breaker alive for now so that we know they remain removed? Or will they do too much damage short term?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 13, 2015, 02:21:42 PM
Unity crouches by the remains of her last bot and tries to salvage what she can.

(okay, I'm going to play Inspired repair in hopes of getting something I can convert into a bot or use to be helpful unless someone has a better suggestion.)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 13, 2015, 02:35:52 PM
Alternatively, Glitch, you could draw two cards if you don't play a card or use a power. That way you'll be in a better position next round. But you're right. We're all a bit limited for options here.

Need to get you some equipment cards.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 13, 2015, 03:04:08 PM
If Unity can take equipment cards from a player's hand (not in play yet), she can have my ammo cards.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 13, 2015, 03:26:42 PM
Sadly, they have to be in play before I can destroy them for parts. 

I think I may take Reep's suggestion and just draw 2 this turn instead of wasting Inspired repair.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 13, 2015, 03:28:44 PM
No, i don't think Unity can take Equipment cards from a player's hand. Her base power can only destroy any 1 equipment card that's already in play to put 1 of her bots in play.

I forgot about the option to skip one's turn to draw 2 cards though. Might be useful.

We also have to take into account that while La Capitan is in Corsair mode, cards that are destroyed by Villain Cards get sucked under her card. This includes ongoing, equipment, and bot cards. Not sure about Hero character cards themselves like one of the Sentinels? Right now, she's got 2 cards under her. (Hairtrigger Reflexes and Swift Bot).

Once they get to destroy one or more card from our side, she'll probably flip the next round after that. Then she'll be able to heal the other villain cards by the number of cards that are under her and be able to ignore damage by returning 1 card to it's respective trash pile. It would be great if we limit that number of cards getting sucked that way to 3. That way, she'll only be able to heal 3, or ignore damage 3 times.

Right now, we've got 2 cards at risk of getting destroyed. If Unity adds a bot using her own equipment, that will make it 3 cards. Depending on which card La Capitan plays, it's possible for her to destroy all 3 in one round. If she plays Raiding Party, bringing out Amazing Mable, who could play the next card. And if it's Captain's Orders.....all those 3 cards go down. That's just the worst scenario. I'm hoping it won't play that way.

Edit to add: Yeah maybe it is a good idea to save Inspired repair and bringing out a bot for later.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 13, 2015, 04:23:46 PM
Quote from: Reepicheep on January 13, 2015, 10:20:53 AM
If Outcast is right and the villain's deck is going to get shuffled fairly imminently, is it worth keeping Trueshot and/or Siege-Breaker alive for now so that we know they remain removed? Or will they do too much damage short term?

That idea had crossed my mind but right now, Dr Medico is the only one who can do some healing. La Capitan will probably flip the round after the next one. So there's a chance he would heal Siege Breaker back to full health. Our efforts would have been wasted, and we might have trouble taking him out by then.  All in all, without much healing options, i dont think we can afford to lose more hp. If he does come back after the deck reshuffle, hopefully we would have gotten more useful and better cards to deal with him by then or we would have healed a little bit? Unless you want to risk using Cleansing Downpour? Not sure about what the others might say though.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 13, 2015, 04:25:45 PM
Character cards aren't destroyed, they're incapacitated, so La Cap can't steal them.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 13, 2015, 10:10:33 PM
Actually, Tempest can also heal and has the card needed for doing so in his hand.

I'll need a final decision on Unity's turn soonish.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 13, 2015, 11:18:02 PM
Cleansing Downpour is hands down the best heal in the game (IMHO).  It also works nice since Tempest has so many big one-shot damage cards that he can still likely do a bit hit on his play and not miss using his power for the heal.  Dr. Medico is also a great healer, but it's more burst healing.  Tempest is the steady healer.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 14, 2015, 12:59:25 AM
Going with the draw 2 as I attempt to cobble together something useful.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 14, 2015, 01:09:56 AM
Quote from: Uncle Yuan on January 13, 2015, 11:18:02 PM
Cleansing Downpour is hands down the best heal in the game (IMHO).  It also works nice since Tempest has so many big one-shot damage cards that he can still likely do a bit hit on his play and not miss using his power for the heal.  Dr. Medico is also a great healer, but it's more burst healing.  Tempest is the steady healer.

Quote from: catwhowalksbyhimself on January 13, 2015, 10:10:33 PM
Actually, Tempest can also heal and has the card needed for doing so in his hand.

I know. I'm just worried it might get destroyed by either Plunder, Raiding Party or Mable.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 14, 2015, 01:15:17 AM
Unity draws
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.

It is now the Environment's turn.   At the start of the turn, a player may discard his entire hand to destroy an environment card.  Since there's no reason to do this yet, I'll take the liberty of assuming the answer is no and moving on.

The Environment now plays Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.

During the fight, one of Tempest's electrical bolts shorts out the control computer of the training room.  Mistaking the fight for a training simulation, it begins preparing robot duplicates of defeated crew members.

It is now La Capitan's turn. She plays Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.

Cap hits either Expat or Unity for 4 damage.

Who wants it?

EDIT:  Actually doesn't matter.  Silly me.  Cap hits one for 4, and Trueshot hits the other for the same amount.
Siege-Breaker hits Parse and Tempest for 3 each.
Captain's Orders makes Siege-Breaker hit Idealist for 4.

"She's their weak point", La Capitan cried, pointing at Idealist, "take her down, now!"

And that makes it Tempest's turn.

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 68/75 Highest Villain Target
Cards in Play:
Captain's Orders
Trueshot--9/9
Siege-Breaker--8/10
Spoiler

Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 18/26 Highest Hero Target
Available Powers: Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

In Play: Electrical Storm
Spoiler

Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 7/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 17/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 18/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.

In Play:  Assault Rifle
Spoiler

Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Training Simulator

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 14, 2015, 01:26:49 AM
Quote from: catwhowalksbyhimself on January 14, 2015, 01:15:17 AM
It is now La Capitan's turn. She plays Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.

Cap hits either Expat or Unity for 4 damage.

Who wants it?

I think the lowest HP would be Idealist?

Quote from: catwhowalksbyhimself on January 14, 2015, 01:15:17 AM

It is now the Environment's turn.   At the start of the turn, a player may discard his entire hand to destroy an environment card.  Since there's no reason to do this yet, I'll take the liberty of assuming the answer is no and moving on.

The Environment now plays Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.

During the fight, one of Tempest's electrical bolts shorts out the control computer of the training room.  Mistaking the fight for a training simulation, it begins preparing robot duplicates of defeated crew members.

Ok. We will need to take that training simulation out before it brings back all the crew members back from the dead one by one. Good thing one of us just needs to discard a card to get rid of it.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 14, 2015, 01:29:23 AM
Quote from: Outcast on January 14, 2015, 01:26:49 AM
I think the lowest HP would be Idealist?

It would, but end of turn things resolve in order played, and La Captian was the first villain card in the game, so her end of turn damage happens first, and it hits the highest.

Anyhow, edited and corrected villain turn now available, since I failed to realize whichever one was hit first, Trueshot would just hit the other for the same amount.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 14, 2015, 01:37:34 AM
I see. So that was for La Capitan's base attack for the highest hero HP.

I can discard my Quick Calculation card to destroy Training Simulator. I think i would still need my Gauge card after the La Capitan's deck has been reshuffled.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 14, 2015, 01:39:42 AM
Quote from: Outcast on January 14, 2015, 01:37:34 AM
I see. So that was for La Capitan's base attack for the highest hero HP.

I can discard my Quick Calculation card to destroy Training Simulator. I think i would still need my Gauge card after the La Capitan's deck has been reshuffled.
If you mean using Security Station, you could have to discard your entire hand, not just one card.  It's a good option, but a costly one.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 14, 2015, 02:24:24 AM
As I'll have the easiest hand to discard at the beginning of the Enviroments turn, I'll be the one to junk Training Room.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 14, 2015, 03:36:13 AM
Quote from: Deaths Jester on January 14, 2015, 02:24:24 AM
As I'll have the easiest hand to discard at the beginning of the Enviroments turn, I'll be the one to junk Training Room.

I think it would hurt less if you could bring out all your equipment/gun cards during your turn and leaving the ammo cards by the time it's the Environment's turn. But that could mean using your turn to "Load" the equipment instead of attacking.

With that, i think we might as well bring out most of our ongoing cards like Cleansing downpour ,Gauge, or Construction Pylon if we are to wait for the deck to reshuffle before taking out the other crew members?

Unity's Bee Bot can draw enemy fire away from Idealist and destroy Captain's orders by next round. But depending on the next enemy draw, the number of cards getting sucked under would be a minimum of 5. If we get lucky and it's Plunder, then a total of 4 cards will be under La Capitan. I can use Gauge to make sure it's not Raiding Party.

Or should we take out at least Siege Breaker this round?

I think The Sentinels, Parse, and Unity can take out Siege Breaker this round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 14, 2015, 08:08:32 AM
Given that most of my cards are supportive rather than damaging anyway, I will indeed play Cleansing Downpour regardless of what tactic we choose.

And, hmm, I'll play it too. My squall won't hurt Siege Breaker anyway.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 14, 2015, 10:34:54 AM
Forgot to do Lightning Storm damage, which I have now fixed.

You draw
Spoiler

Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.

It is now the Sentinels' turn.

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 67/75 Highest Villain Target
Cards in Play:
Captain's Orders
Trueshot--9/9
Siege-Breaker--8/10
Spoiler

Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26 Highest Hero Target
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Electrical Storm, Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 9/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 19/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.

In Play:  Assault Rifle
Spoiler

Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Training Simulator

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 14, 2015, 11:31:01 AM
So, is Siege-Breaker the target this turn?  For the time being it's going to be nearly impossible to get ahead of Trueshot's heal.  Having Parse tag her with Targeting Arrow would actually be a huge help, but I feel like her next best play is to get Gauge out and use it.  But Outcast, you've been tracking La Cap better than me - if you feel you're likely to loose Gauge no matter what you do, then Impossible Shot + Pinpoint Shot can do in Siege-Breaker once I'm done with him.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 14, 2015, 03:10:10 PM
Ok. Here's the deal.

I may have underestimated the Plunder card and didn't read it in full. It's much more powerful than i anticipated. It basically destroys ongoing/equipment cards equivalent to the number of crew members in play plus 1. Not to mention healing each villain 2 HP.

(scenario 1) So if that card plays next and we haven't gotten rid on Siege Breaker, we lose 3 ongoing/equipment cards.
But if we did manage to get rid of Siege Breaker, we get to lose only 2. This is the still the card that has the lesser evil.


(scenario 2) Next possible card, the crew member Amazing Mable. It destroys 1 ongoing/equipment card per turn and plays the next top card. This card has a 50/50 chance to be better or worse.

(a)If it's Raiding Party, that destroys another 1 making the total number that we lose to 2. Plunder will be discarded then.

(b)But if the next card is Plunder, we sacrifice a total of 5 ongoing/equipment cards if Siege Breaker is still in play.
If Siege Breaker's gone, we sacrifice a total of 4.

(scenario 3)  The last card that we don't want to play is Raiding Party. It plays all 3 remaining cards at once by bringing out Mable first then Mable bringing out Plunder.

Thereby destroying a total of 6* ongoing/equipment cards if Siege Breaker is still there. *(that could mean all our cards in play)

Destroying a total of 5 if Siege Breaker is knocked out already.

And don't forget, all those destroyed cards the next round will get suck under La Capitan corsair card to heal and ignore damage. 2 cards are already there.

Now, we have 3 ongoing / equipment cards in play. *If i bring out Gauge and Expat brings out 2 more of his Guns/Equipment, that will bring our total to 6*.

Gauge can be used just to make sure scenario 3/Raiding Party doesn't happen. But then i won't be able to help with the attack against Siege Breaker. Expat can help instead but he would then be able to bring out 1 gun/equipment and the rest will be discarded (to destroy the Training Simulator). If the Sentinels do a full attack (no healing by Dr. Medico), i think they can bring Siege Breaker down with Expat and Unity's help.


Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 14, 2015, 03:58:20 PM
Well, hmm.

I can't help but dread that the worst case scenario will occur over the next few rounds anyway. The nasties have to come out eventually and we'll still suffer the same net loss, if not similar.

What are the chances that we can prevent or eliminate the losses? Would it be better to suffer the worst case scenario this round and admit the losses, so we can recover from one large attack instead of trying to endure three smaller, but accumulative ones?

Let me know if there is a hole in my thinking because I hate to herald doom.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 14, 2015, 04:07:21 PM
Well, actually i think i may have a hole in my thinking for scenario 3.

That worst case scenario will only happen IF Mable was the next card after Raiding Party.

Otherwise if Plunder goes after Raiding Party, it gets discarded and we only lose 2 ongoing/equipment cards

So there's also a 50/50 chance even if it's Raiding Party, that the worst will not happen but something good even.

So both scenario 2 and 3 have 50% chances of discarding Plunder and we end up only losing 2 cards.

If Plunder were to go first, we lose a net total of 5 or 4 but slowly.

So should i still use Gauge and avoid Raiding Party? Would you guys be ok with Plunder on top if i check that it is on top. Because i might still lose it in the following rounds...hmmm....still the chances of getting the worst case scenario is something i do like to avoid.

There might be another way if we're lucky. Writhe can use his power to check the bottom of the card and

if we're lucky and it's plunder he can discard it. I can check the top card on my turn and if it's Raiding Party put it on the bottom. Next round Mable goes into play we lose 1 ongoing/equipment card. On Sentinels turn, Writhe can get rid of Raiding Party.

If it's Amazing Mable, he can discard it as well. I can then check on the top card if it's Plunder. If it is Plunder i can put it on the bottom. Then Raiding Party plays out destroying only 1 ongoing/equipment card and discarding Plunder!

But if it's Raiding Party and he discards it. I can check the top card to see if it's Mable and put her at the bottom so she doesn't play Plunder. Plunder gets played we lose 3 ongoing cards since Siege Breaker will still be up. And lose another one when Mable right after.

But if it's Raiding Party and he discards it. I can check the top card to see if it's Mable and put her back on top so Plunder doesn't get to play. Mable plays out we lose 1 ongoing/equipment card. But Writhe can discard the bottom card which is Plunder.




Question: If by next round one or more cards gets destroyed and get sucked under, when does La Capitan flip? Does she flip in that same round? or would it still be the next?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 14, 2015, 05:46:16 PM
At this point, I would rather us lose hp than lose our ongoing cards. We're still reasonably well off.

That being said, if Yuan agrees to check the bottom card and we get lucky, I'm happy to be scapegoat to those two cards we could lose. I seem to operate off one-shots a bit more often so can stand to lose them, whereas that is unaffordable to Expat or Unity.

Otherwise, it looks like your damage control should operate pretty well. We can guarantee that Plunder doesn't get played.

Remember that Mable doesn't play another card until the following turn. That gives us a chance to knock her out before that happens and only lose one at the end of this round. How much hp should we expect? I may be wrong, but with your two skills I'm sure we can rig the deck to make sure that she's on top. Yuan removes one card this round, play mable, lose one ongoing and Yuan can destroy the final card next round.

(Edit, that is: assuming she isn't at the bottom. Otherwise putting raiding party on top would help us out best)

(Edit 2: Just checked. Mable has 6hp. Peasy.)

If Unity puts a bot into play this round, is there any way we can also save it from Captain's Orders? Edit: Scratch that. Just saw the description for bee bot.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 15, 2015, 12:02:12 AM
Quote from: Reepicheep on January 14, 2015, 05:46:16 PM
Remember that Mable doesn't play another card until the following turn.

If this is true, then you're right. We can guarantee Plunder doesn't get played and we will only lose 1 ongoing/equipment card.

While Writhe maybe busy doing some damage control, i think we can save some of our one shots to take out Mable when and if she comes in, by using either Tempest's Squall, Expat's Tactical Shotgun/Assault Rifle,Parse's Pinpoint shot and Unity may have still a bot left in play.

Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 15, 2015, 01:07:19 AM
If Writhe goes scouting I will only be able to do a total of 3 damage to Siege-Breaker since I won't be using Idealist to attack.  We should be fine if Expat shotguns for net -3 and Unity gets Chomps out which can do net -2.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 15, 2015, 01:39:27 AM
Mr Chomps is what Unity calls her favorite Raptor bot, in case you were wondering.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 15, 2015, 08:25:37 AM
Quote from: Outcast on January 15, 2015, 12:02:12 AM
Quote from: Reepicheep on January 14, 2015, 05:46:16 PM
Remember that Mable doesn't play another card until the following turn.

If this is true, then you're right. We can guarantee Plunder doesn't get played and we will only lose 1 ongoing/equipment card.

While Writhe maybe busy doing some damage control, i think we can save some of our one shots to take out Mable when and if she comes in, by using either Tempest's Squall, Expat's Tactical Shotgun/Assault Rifle,Parse's Pinpoint shot and Unity may have still a bot left in play.

I think I'm right. Mable's card plays another card at the start of the villain turn, so she would have to survive a round.

I'll knock off 4hp with chain lightning. No problem.

I think we've asked this, but does Sentinel's nemesis bonus count on the crew? Not that it matters too much. We can still damage control and knock out Siege-Breaker for a very effective round!
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 15, 2015, 10:35:47 AM
The crew do not have the nemesis symbol.  No deck cards of any normal villain deck do.  A couple of Environment deck cards do, but it.  There's a special type of villain that does, but we haven't gotten to them yet.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 15, 2015, 11:58:47 AM
Thanks, Cat. Good to know!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 15, 2015, 12:51:43 PM
I'd forgotten about the nemesis bonus!  I don't think I've done any direct damage to La Cap yet, though.  But I'm about to . . .

Nearly as soon as Dr. Medico moves to examine his injured ward Tempest's healing storm washes over the party.  As the Idealist's wound begin to wash away Medico gives his Maerynian ally a nod of thanks.  Turning back to his  enemy Dr. Medico says quietly, "All right, Writhe, time to get a little bit of control of this scene back - please go scouting.  And if you did some damage on the way in I would not cry about it."  Writhe grins and his eyes narrow as he gathers himself, then launches like an arrow straight at La Capitan's head.  Small inky barbs shoot towards Siege-Breaker and Trueshot as he passes through La Capitan's forehead and emerges out the other side with a brightly glowing pearl of thought in his hand.  He studies the captured thought for a moment before crushing it between his fingers.  A brief look of confusion passes across La Capitan's features before she throws herself back into battle.

With a look of determination (and a quiet grunt of pain) Idealist pushes herself to her feet.  "I'm fine, pops, I mean Doc.  And I have this looser's number!"  A swirl of luminescent blue marbles spring from her hand and land with a clatter at the feet of Siege-Breaker, still staggering from Writhe's black dart.  With a cry of surprise the huge pirate's feet fly out from under him and he hits the ground with a bone-jarring thud.

(Play Dark Delusions, Power Extract - discard Plunder)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 15, 2015, 10:00:20 PM
Bottom card is Plunder: One-Shot--Destroy X Hero Ongoing and/or Equipment cards, where X = the number of Crew cards in play plus 1.Each Villain Target regains 2 HP.

Normally I'd just move on to the next turn, but with some of Parse's card, it actually does matter what is done to that card, so I'll hold for now.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 16, 2015, 02:48:48 AM
OK, so here's my thoughts - if Siege-Breaker goes down then we loose two cards (Trueshot +1) and La Cap regains 2 HP. (As it's been going, Trueshot may or may not regain HP).  That will give La Cap 4 cards total, but a bot will probably go down to Captain's Orders, thus 5.  (On the plus side that bot will probably be the Bee Bot which would allow Unity to kill Captain's Orders.)  Now, on the one hand loosing two cards is a bummer but not crippling.  On the other La Cap will have a 5 hit shield - this is more problematic.  On the gripping hand this will give us a known quantity for the next villain turn and allow Parse to use her turn to attack - this will could take out Siege-Breaker and allow Parse and Unity to get a few licks in on La Cap before she flips.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 16, 2015, 04:19:23 AM
Hmmm...are you saying you want to put Plunder on top instead of discarding it? And that i don't use Gauge but help take out Siege Breaker? Sacrificing 2 cards?

I think this will only give Expat either a chance to deal more damage to La Capitan or bring out most of his guns out. But those guns might be destroyed though eventually if i don't use Gauge and if you put Plunder on top.

If i'm right, there will still be 2 more cards that will be destroyed by Mable and Raiding Party.

But if you discard Plunder and i use Gauge to make sure Mable is on top and not Raiding Party, we stand to lose only 1 card.  Plus a bot perhaps. (Since you can use Extract again to discard the remaining bottom card Raiding Party, the trash pile would then be reshuffled back to form La Cap's deck again. So after that, we won't know what will come next even if i use Gauge.) La Captain will then flip to her other side with a hit shield/healing of 4 and True Shot will still be standing.

I think Expat and Unity can take out Siege Breaker.

On the other hand, if you don't Extract Raiding Party. At least we know what to expect, and gives us some time to use up La Capitan's hit shield. But sacrificing 1more ongoing/equipment card in the process.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 16, 2015, 11:28:19 AM
Quote from: Outcast on January 16, 2015, 04:19:23 AM
Hmmm...are you saying you want to put Plunder on top instead of discarding it? And that i don't use Gauge but help take out Siege Breaker? Sacrificing 2 cards?

I think this will only give Expat either a chance to deal more damage to La Capitan or bring out most of his guns out. But those guns might be destroyed though eventually if i don't use Gauge and if you put Plunder on top.

If i'm right, there will still be 2 more cards that will be destroyed by Mable and Raiding Party.

Perhaps eventually, but not this turn.  And we still have the option of doing deck manipulation on future turns.

QuoteBut if you discard Plunder and i use Gauge to make sure Mable is on top and not Raiding Party, we stand to lose only 1 card.  Plus a bot perhaps. (Since you can use Extract again to discard the remaining bottom card Raiding Party, the trash pile would then be reshuffled back to form La Cap's deck again. So after that, we won't know what will come next even if i use Gauge.) La Captain will then flip to her other side with a hit shield/healing of 4 and True Shot will still be standing.

I'm not tracking the villain deck this closely.  You seem to be saying the villain deck currently contains only three cards and they are Plunder, Mable, and Raiding Party?  Have we really run through 22 villain cards already?  If so, then the other benefit to playing Plunder is that it pushes back La Cap shuffling her deck for another round or two - and once she shuffles her deck we actually loose a lot of ability to control her deck, and all crew and the ship (and all of those nasty one-shots) are ready to return to play.  If you had Extrasensory Awareness available I'd be more comfortable with her shuffling as that would give us some real deck control.

QuoteI think Expat and Unity can take out Siege Breaker.

On the other hand, if you don't Extract Raiding Party. At least we know what to expect, and gives us some time to use up La Capitan's hit shield. But sacrificing 1more ongoing/equipment card in the process.

Yeah, all of this seems to be hinging on loosing one more card to her shield.  And if she really does have only three cards in her deck currently, then I honestly think having another turn before she shuffles means this is a good trade off.

Cat, can you confirm Outcast's analysis?
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 16, 2015, 11:34:41 AM
The villain deck does indeed contain only 3 cards and while I can't confirm which ones they are, Outcast's analysis has been extraordinarily good and I would probably trust it if I were you.

On her second Round, La cap went through almost 20 cards or so just to find her crew, nearly all of which were on the bottom of the deck.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 16, 2015, 12:23:05 PM
I'm really fond of Outcast's plan here, Yuan. We can be totally certain that we only lose one card (my storm) and Cap won't play plunder or raiding party in the immediate future. The payoff is that we won't know what comes after, but at least we can minimize damage immediately.

Discarding plunder and playing mable sounds like an excellent tactic. In addition, Gauge and Extract stay in play so manipulation is still possible later. I get to keep my heal so I can soften the blow from Cap's next round. We'll have a cozy window to hit La Cap hard.

Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 16, 2015, 12:43:31 PM
While we may be uncertain of what cards might come next after La Capitan's deck reshuffles all the cards in her trash. At least we still get to keep most of our ongoing/equipment cards so we can be a little more prepared of what might come next. We have some defenses setup like healing ,added offense capabilities from Expat's guns, and more time for Unity to set up her bots and us to add more ongoing support cards.

I think La Capitan's deck has a total of 5 cards that can destroy ongoing/equipment cards after it reshuffles. So there's still a chance that we might not come across them too soon. It's a 5 out of 20 cards chance.

If you let Plunder play out, we will lose 3 or 4 ongoing/equipment cards. Right now, all we've got is 2 from Tempest, 1 from myself if i bring gauge out, and only 2 equipment cards for Expat if he is gonna help take down Siege Breaker. Tempest's cleansing downpour is our only defense against the attacks of La Cap and True Shot.

By the time La Cap's deck reshuffles, it will be like it was when we started. We'll be starting from scratch again too.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 16, 2015, 06:16:26 PM
Well, seeing as I might not be online when it comes around to my turn, I'll make it easy on Cat...

Spoiler
I'll play shotgun and use it against Siege Breaker.  I'll then end my turn with no card drawing.  When the environment turn comes up, I'll discard my hand to get rid of the Training Module thingie.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 16, 2015, 11:24:59 PM
OK, we'll discard Plunder.  I'll edit my post for narrative effect.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 16, 2015, 11:49:37 PM
You draw

Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

It is now Parse's turn

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 64/75 Highest Villain Target
Cards in Play:
Captain's Orders
Trueshot--7/9
Siege-Breaker--5/10
Spoiler

Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26 Highest Hero Target
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Electrical Storm, Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 9/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 19/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

In Play: None
Spoiler


Hand
Spoiler

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.

In Play:  Assault Rifle
Spoiler

Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Training Simulator

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 17, 2015, 04:13:40 AM
Parse remembers coming across La Capitan's database when she was analyzing the criminal files that were stored in the Freedom Tower. As she counts the number of crew members that came out of the ship, she knew there was one other crew member missing, the Amazing Mable. She turns her attention to the fallen ship and calls her out.

"Mable! I know you're still in there. How long are you gonna stay hiding? Come on out. Or did you slip and bump your head during the surprise attack?"

Play and uses Gauge to check top card and to draw a card.

If it's Raiding Party, i put it on the bottom. If its Mable, put her back on top.

Draw another card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 17, 2015, 04:24:43 AM
Top card is Raiding Party, which is moved to the bottom of the deck.

Parse draws
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.

Expat shoot Siege Breaker as planned.

It is now Unity's turn

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 64/75 Highest Villain Target
Cards in Play:
Captain's Orders
Trueshot--7/9
Siege-Breaker--2/10
Spoiler

Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26 Highest Hero Target
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Electrical Storm, Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 9/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 19/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems: None
Spoiler


Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Training Simulator

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 17, 2015, 08:03:55 AM
Quote from: Deaths Jester on January 16, 2015, 06:16:26 PM
Well, seeing as I might not be online when it comes around to my turn, I'll make it easy on Cat...

Spoiler
I'll play shotgun and use it against Siege Breaker.  I'll then end my turn with no card drawing.  When the environment turn comes up, I'll discard my hand to get rid of the Training Module thingie.

I forgot about this. Thanks, DJ, this is noble. I'll try and play Reclaim from the Deep round after next to get you something back.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 17, 2015, 09:06:11 AM
How does Training Simulator work? Do we get to pick which villain crew card goes back into play? If we can, maybe we can hold destroying it this round since i now i have a card that can destroy it the next round. DJ can then keep all his cards. We can pick Chip maybe.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 17, 2015, 12:01:50 PM
The rule is any time a card is not specific, the players choose.  In this case, yes, you the players would pick any Crew you want.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 17, 2015, 04:41:59 PM
For the fun of it I set up this game and played it solo (same hero order) this morning.  I got several extremely fortuitous opening draws, including Extrasensory Awareness for Parse, Gene-bound Shackles for Tempest and Sentinel Tactics for the Sentinels (allows the use of a power the first time they deal damage each turn).  Needless to say La Cap had a rough time as between Parse and Writhe her deck was totally shut down and the game ended on Tempest's fifth turn with only 1 card under Cap and her never having flipped.  I find it fascinating how different this game can play based only on draws.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 17, 2015, 06:08:28 PM
Is it safe to play Construction Pylon this turn and put Bee and Raptor into the game or should I wait another round.  I have to confess, I've gotten a bit lost in all the game mechanics posts.

Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 17, 2015, 06:56:24 PM
To summarize, Parse and Writhe have manipulated the deck so they know what is coming next.  As a result Captains Order will destroy the Bee Bot if it comes out and the Bee Bot (which you actually want to be destroyed) can take out Captains Orders in response.  Raptor will be safe for at least one more round.  As long as the Environment cooperates, that is.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 17, 2015, 07:57:53 PM
That's kinda what I thought (wasn't sure about the Bee Bot part 'til now).

Time for Unity to bring out the BIG tools.

(Construction Pylon to spawn  Bee & Raptor bots. )
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 17, 2015, 08:18:57 PM
And who is Raptor Bot attacking?  You didn't specify.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 17, 2015, 11:25:41 PM
Even if we can control who comes out due to the Training enviromemt, I'd still prefer to get rid of it now and save Unity's card for something worse. Besides, other than Quick Draw, I really don't have much in my hand. I'll still discard hand on enviroments turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 17, 2015, 11:26:43 PM
I think I can take out Siege Breaker this round. 
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 02:33:45 AM
Siege Breaker is dealt 3 damage by Raptor Bot and is destroyed.

You draw
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.

It is Freedom Tower's turn.

Expat discards her hand to destroy Training Simulator.
Freedom Tower plays Frost's Cryo Chamber: Room--Increase all cold damage by 1. Reduce all fire damage by 1.At the end of the environment turn, deal each target 1 cold damage.

The Cryo Chamber hits everything for 1 point of damage.

Note: When it gets to the Bee Bot it will blow up up anyway, so if you want to use it's explosion to destroy the Cryo Chamber, it's best to do so after it hits the villains and before it hits any other hero stuff.  You can, of course, choose to destroy Captain's Orders instead.

So Unity, you may pick an Ongoing or Environment to destroy and deal 1 target 2 damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 18, 2015, 02:45:30 AM
Just note, if you choose not to destroy Captain's Order, it will target and destroy your Raptor Bot next round at the end of the Villain's turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 02:48:33 AM
That's pretty much it, yeah.

If you destroy captains orders instead, the Raptor Bot will still take one damage, but can be healed by Tempest or Medico potentially.

Yes, water apparently magically repairs robots.  Don't ask me.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 18, 2015, 07:22:21 PM
Spoiler
For those not following me over on G+ I'll let you in on the fact that I'm not doing exactly top notch.  Got a gallbladder problem which could end me up in surgery and out for a month or more.  Going to keep trying to play here but if I go quiet for a long time you'll now know.  Alright back to the game...
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 07:26:40 PM
Sorry to hear that DJ.  Hope you feel better soon.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 18, 2015, 07:27:29 PM
Quote from: Deaths Jester on January 18, 2015, 07:22:21 PM
Spoiler
For those not following me over on G+ I'll let you in on the fact that I'm not doing exactly top notch.  Got a gallbladder problem which could end me up in surgery and out for a month or more.  Going to keep trying to play here but if I go quiet for a long time you'll now know.  Alright back to the game...

Sounds rough, DJ. Sorry to hear that. I hope this gives you a much needed distraction, but if it gets tricky to manage let us know if we can help.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 18, 2015, 07:52:09 PM
Got my fingers crossed for you DJ.  In caset here is surgery I hope you have someone you can stay with afterwards for recovery.  It helps.

I think I'm gonna target  Captain's Orders with Bee since I think that will be more helpful in the long run.  Correct me if I'm wrong though.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 07:55:13 PM
What about the 2 points of damage from the Bee's explosion?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 18, 2015, 08:28:23 PM
Trying to work something hypothetical out with Trueshot. (May not do, just interested)
Now 7hp
Bee bot hits for 2 = 5hp
I hit with chain lightning. +4, -4 = 5hp
I hit with squall = 4hp

Now, Yuan hits with fling into darkness. What happens? -3, destroy or +4 -3 = 5hp?

Edit: ignore me. Of course trueshot would have returned to 9hp after Construction pylon. What a jerk.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 08:38:56 PM
For future reference, the healing happens as soon as the card is played and before any effects from that card occur.  So if the card deals damage, she heals first, then gets the damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 18, 2015, 09:52:27 PM
Out best bet - you Into the Stratosphere her back onto the top of the deck and Writhe discards her.

(Actually, I'm kind of all  :doh: now that this didn't occur to us sooner.)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 18, 2015, 10:10:44 PM
Or, we leave her right there to be played on the next villain turn and have a whole 'nuther turn with no goodies getting stolen or La Cap flipping.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 18, 2015, 10:22:11 PM
I did suggest it earlier!  ^_^ It would take into the stratosphere, gauge and extract to get rid of her that way. That would go over two rounds, but once she's at the bottom of the deck she'd be out for all extent and purpose.

Worth letting her live for that?

Also if others can deal with Mable this round (6hp must be doable) i can play Reclaim from the Deep to put something back in Expat's hands.

Cat, when Mable comes into play, I'll drop Electrical Storm. Can always pick it up again moments later.

Just saw your alternate idea. I could do that, pick up Stratosphere again when I use reclaim and repeat once Cap has flipped to eliminate her. Best of both!
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 10:33:43 PM
I should point out that Reclaim from the Deep won't actually help Expat refill her hand at all.  It will allow her to put something in the trash on top of her deck to draw at her regular draw phase, but she still draws exactly the same number of cards.  The question is, does DJ want any of the cards he just discarded or would he rather pull something new out of his deck?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 18, 2015, 10:38:23 PM
Are you sure , Cat? The description seems to imply that he could pick from the trash as soon as I play it.

Edit: yes, I see now. Didn't note that it goes on the deck, not in the hand. Shame.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 18, 2015, 10:41:55 PM
Whenever a card says "you" it means the person playing the card.

Every player may put a card from the trash on top of their deck, then Tempest, and only Tempest, many immediately draw that card.  The rest just get it back whenever they would normally draw a card.

It's still very useful to get back vital cards when other players need them.

EDIT: On the physical card those are two completely separate paragraphs, so I see how reading it in this format would make that unclear.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 18, 2015, 10:43:51 PM
Quote from: Deaths Jester on January 18, 2015, 07:22:21 PM
Spoiler
For those not following me over on G+ I'll let you in on the fact that I'm not doing exactly top notch.  Got a gallbladder problem which could end me up in surgery and out for a month or more.  Going to keep trying to play here but if I go quiet for a long time you'll now know.  Alright back to the game...

Sorry to hear that too. Hoping everything turns out ok and for a speedy recovery.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 18, 2015, 10:57:38 PM
Quote from: Reepicheep on January 18, 2015, 10:22:11 PM
I did suggest it earlier!  ^_^ It would take into the stratosphere, gauge and extract to get rid of her that way. That would go over two rounds, but once she's at the bottom of the deck she'd be out for all extent and purpose.

Worth letting her live for that?

Actually, Tempest and the Sentinels can zap her gone in one round - Tempest uses Into the Stratosphere to put Trueshot on top of the villain deck and Writhe uses Extract to discard her.

My suggestion is that Tempest "Stratospheres" Trueshot to the top of the villain deck, and then we leave her there.  Next villain turn she'll get played again.  Yeah, she's annoying but all she really does is damage.  But she's a completely known entity, and then we don't have to worry about the other, nastier cards that are in the villain deck for at least another full round.  (And unlike other villain targets we might do this with we won't really be loosing any ground on beating Trueshot because we can't really gain any ground on her anyway.)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 18, 2015, 11:03:33 PM
Quote from: Uncle Yuan on January 18, 2015, 10:57:38 PM
Quote from: Reepicheep on January 18, 2015, 10:22:11 PM
I did suggest it earlier!  ^_^ It would take into the stratosphere, gauge and extract to get rid of her that way. That would go over two rounds, but once she's at the bottom of the deck she'd be out for all extent and purpose.

Worth letting her live for that?

Actually, Tempest and the Sentinels can zap her gone in one round - Tempest uses Into the Stratosphere to put Trueshot on top of the villain deck and Writhe uses Extract to discard her.

My suggestion is that Tempest "Stratospheres" Trueshot to the top of the villain deck, and then we leave her there.  Next villain turn she'll get played again.  Yeah, she's annoying but all she really does is damage.  But she's a completely known entity, and then we don't have to worry about the other, nastier cards that are in the villain deck for at least another full round.  (And unlike other villain targets we might do this with we won't really be loosing any ground on beating Trueshot because we can't really gain any ground on her anyway.)

Looks to me like Extract only hits the bottom card, which would still be Raiding Party. I don't think it would be a bad idea to get rid of that one anyway, btw.

I think thats a good idea, though. I'll go ahead and do that when the time comes.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 18, 2015, 11:35:21 PM
Oh, yes, I was misremembering - it does affect the bottom card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 19, 2015, 03:39:07 PM
To answer the question I almost missed back there, 2 points on True Shot.

Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 19, 2015, 06:49:19 PM
Actually, given how quickly she heals that's kind of throwing that damage away.  Better to hit La Cap.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 19, 2015, 09:46:21 PM
Good point.  Target Cap instead.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 20, 2015, 12:11:10 AM
Well then, that concludes the Environment.  It is now La cap's turn.

She plays The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.

La Capitan then deals either Tempest, Unity, or Expat 4 damage, and Trueshot hits one of the others.

So I need any two of those three to take 4 damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 20, 2015, 12:43:21 AM
Unfortunately Fling into Darkness deals melee damage, otherwise I'd say that the Sentinels had Mable.  I can still use that card on her, but someone will have to do 2 HP to her first.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 20, 2015, 09:10:50 AM
I'll take a hit.

Hmm, i *can* hit for 2 electrical, but would miss out on stratosphering Trueshot (followed by an earlier reshuffle). Otherwise between you and Expat you can do 2+4 non-melee damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 20, 2015, 09:55:57 AM
I think using Into the Stratosphere on True Shot this round would be a mistake. Raiding Party is still the last card in La Cap's deck. I'd have to put True Shot on the bottom of the deck for Writhe to be able to use Extract to discard him. But the Villain's turn would come up first before Writhe can do this, thereby playing Raiding Party, destroying 1 ongoing/equipment card, and bringing True Shot out once more.

If you guys want to take out both Mable and True Shot this round. I think we can, depending on which ongoing/equipment card we decide that Mable destroys first.

If Tempest still has his Electrical Storm and uses Squall, and Sentinels use Fling into Darkness. You guys could take out Mable. Parse can use Impossible Shot with Pinpoint Shot to reduce True Shot to 5 HP. And since Expat lost all his cards and doesn't have one to play yet, True Shot doesn't heal and Expat can finish him with a Shotgun power. But in this scenario, Tempest doesn't get to heal Raptor Bot and i don't get to destroy the Environment Frost Chamber, making it possible for Raptor Bot to be destroyed. Dr. Medico could use his healing to heal Raptor Bot. But Writhe wouldn't be able to use Extract to get rid of Raiding Party and it plays out next round and we lose 1 ongoing/equipment card.

Unity can still probably add 2 more hp damage, 3 or 4 hp if she's able to bring out another bot.

Unity can use Inspired Repair to heal Raptor Bot and draw a card though.

Or maybe use Flash Forge to search for an equipment card to bring out Champion Bot. Raptor will be able to do 4HP damage i think.


Flash Forge just puts the equipment on her hand. So she won't be able to use it till next round.


edit: I was thinking of a more conservative approach though..leaving True Shot unharmed but doing some healing, getting rid of frost chamber, Mable and Raiding Party.

Hmmm...on the other hand Tempest can use Chain Lightning so he can still heal Raptor Bot.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 20, 2015, 10:58:29 AM
Quote from: Outcast on January 20, 2015, 09:55:57 AM
I think using Into the Stratosphere on True Shot this round would be a mistake. Raiding Party is still the last card in La Cap's deck. I'd have to put True Shot on the bottom of the deck for Writhe to be able to use Extract to discard him. But the Villain's turn would come up first before Writhe can do this, thereby playing Raiding Party, destroying 1 ongoing/equipment card, and bringing True Shot out once more.

I think putting Trueshot on top and leaving her there to be played is a solid move.  She's a straightforward damage dealer with no tricks that steal cards, and we have plenty of healing and thus can deal with her damage easily.  Putting her on top to be played denies La Cap a play that would allow her to steal any cards, keep her from meeting her flip requirement, and give us an entire round of breathing room.  She's  the least disruptive next move La Cap could make by a very long shot.

And if Raiding Party is on the bottom of her deck then Writhe can send that to the discard this turn.  I'm thinking that sets her up for a shuffle the round after next, but that's going to happen soon anyway.  What we really need is for Parse to draw Extrasensory Awareness . . .
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 20, 2015, 11:10:45 AM
Quote from: Uncle Yuan on January 20, 2015, 10:58:29 AM
I think putting Trueshot on top and leaving her there to be played is a solid move.  She's a straightforward damage dealer with no tricks that steal cards, and we have plenty of healing and thus can deal with her
damage easily.  Putting her on top to be played denies La Cap a play that would allow her to steal any cards, keep her from meeting her flip requirement, and give us an entire round of breathing room.  She's  the least disruptive next move La Cap could make by a very long shot.

And if Raiding Party is on the bottom of her deck then Writhe can send that to the discard this turn.  I'm thinking that sets her up for a shuffle the round after next, but that's going to happen soon anyway.  What we really need is for Parse to draw Extrasensory Awareness . . .

Yeah, i had thought that might be what you guys were also trying to do. It buys us another round. But True Shot still gets to do deal damage on this turn and the next.

I guess i'm ok with that.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 20, 2015, 11:46:45 AM
Pfft, damage.  I don't have any great damage cards for the Sentinels for this next turn so I was planning on playing Hippocratic Oath - and given the number of damage cards in this deck the burst heal potential for Medico can be a bit ridiculous.  Not to mention the trickle healing he gets each turn. 
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 20, 2015, 02:31:26 PM
I'll take the other hit.

Regarding Bots: I can bring out one bot or two (sacrifice Inspired Repair and/or Powered Shockwave), though I think I missed my draw phase, or at least I can't find what my draw was after my action.  I'm not sure if it's worth it this turn, Inspired Repair might be a better option to play straight.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 20, 2015, 03:17:27 PM
Quote from: Glitch Girl on January 20, 2015, 02:31:26 PM
I'll take the other hit.

Regarding Bots: I can bring out one bot or two (sacrifice Inspired Repair and/or Powered Shockwave), though I think I missed my draw phase, or at least I can't find what my draw was after my action.  I'm not sure if it's worth it this turn, Inspired Repair might be a better option to play straight.

I believe you drew Champion Bot after you used Construction Pylon to bring out Bee Bot and Raptor Bot.

Flash Forge can search equipment/golem cards in your deck and put them in your hand. But you can't play those cards until next round.

Playing Inspired Repair does give you a chance to play a card after drawing a card.

a) If you're lucky and it's an equipment card you may play that and use your Bot Hack power to destroy it and bring forth Champion Bot.

b) If it's not an equipment card, i think you may still play any card, and you can choose to play Flash Forge then to search for an equipment card by discarding either Powered Shockwave or the card you drew or both. What i'm not sure of is if you discard two cards, you can search for 1 equipment card and 1 golem/bot card. Or are you limited to choosing either 2 equipment cards or 2 golem cards. (After Flash Forge though, i don't think you can immediately play the cards you got though.)

c) However, if you by some strange chance happen to draw inspired repair again, then you can probably play that again and hopefully get an equipment card to play, then destroy that to bring out Champion Bot.

Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 20, 2015, 05:07:34 PM
Quote from: Outcast on January 20, 2015, 11:10:45 AM
Quote from: Uncle Yuan on January 20, 2015, 10:58:29 AM
I think putting Trueshot on top and leaving her there to be played is a solid move.  She's a straightforward damage dealer with no tricks that steal cards, and we have plenty of healing and thus can deal with her
damage easily.  Putting her on top to be played denies La Cap a play that would allow her to steal any cards, keep her from meeting her flip requirement, and give us an entire round of breathing room.  She's  the least disruptive next move La Cap could make by a very long shot.

And if Raiding Party is on the bottom of her deck then Writhe can send that to the discard this turn.  I'm thinking that sets her up for a shuffle the round after next, but that's going to happen soon anyway.  What we really need is for Parse to draw Extrasensory Awareness . . .

Yeah, i had thought that might be what you guys were also trying to do. It buys us another round. But True Shot still gets to do deal damage on this turn and the next.

I guess i'm ok with that.

Thats right - this is just a delay tactic for now.

I can use reclaim from the deep to get stratosphere back and try the extract plan again later, if Trueshot is still being a butt. Meanwhile we get a chance to diversify our hands while the threat isn't too bad. We take down Mable and hit Cap as hard as we can in the meantime.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 20, 2015, 09:18:16 PM
GG, I went back looking and the card that you drew was in fact the Champion Bot card.  Hope that helps.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 20, 2015, 09:53:39 PM
So I have Tempest taking 4 points of damage.  I need either Unity or Parse to take the other 4.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 20, 2015, 10:11:03 PM
(raises hand)  I said I'd take the other hit.

And thanks, I missed that the first time I went through the thread.  They're keeping me busy as of late.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 20, 2015, 10:16:50 PM
In that case, Electrical Storm gets destroyed by Mable as planned and gets sucked under La Cap's card. It is now Tempest's turn.

Note: La Cap now has 3 cards under her, so she will flip at the start of her next turn. It make things simpler, once she flips, it might be best to play the order of cards to return to your trashes so I don't have to stop and ask every time she takes damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 20, 2015, 10:25:16 PM
Tempest, having been caught off guard by a projectile from Trueshot's bow, grabs the Amazon by the collar and flings her into the stratosphere. Unfortunately, his trajectory was so perfectly vertical that it would only be a matter of time that she would land back on the Freedom Tower.

To cool off, he stirs up a cleansing downpour and hopes his comrades would also appreciate it.

Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 20, 2015, 11:04:04 PM
You draw
Spoiler
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.

It is now the Sentinel's turn

Effects in play:

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 59/75 Highest Villain Target
Cards in Play:
The Amazing Mable--6/6
Spoiler

The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 10/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 21/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler


(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 17/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Frost's Cryo Chamber

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Frost's Cryo Chamber: Room--Increase all cold damage by 1. Reduce all fire damage by 1. At the end of the environment turn, deal each target 1 cold damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 21, 2015, 12:47:17 AM
So, am I correct that we want to discard the bottom card of the villain deck?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 21, 2015, 01:37:12 AM
Quote from: Uncle Yuan on January 21, 2015, 12:47:17 AM
So, am I correct that we want to discard the bottom card of the villain deck?

Well you can leave it there to stall for time again. I can give up one of my ongoing cards. I'll probably be playing Segmentation Fault to destroy Frost Cryo Chamber. Unless of course you guys want to keep it there for a while, then i could play Exploit Vulnerability to greet True Shot once he comes back.

So i could give up either Gauge or Segmentation Fault or Exploit Vulnerability once Raiding Party comes out.

I'm thinking if Gauge can't control the deck properly once the deck is reshuffled maybe i can sacrifice that one.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 21, 2015, 02:07:58 AM
At least when she's flipped LaCap won't steal cards, they just get destroyed.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 21, 2015, 11:35:01 AM
Dr. Medico looks around at the assembled heroes.  Given how many of the pirate crew have already been vanquished everyone looks to be in pretty good shape, but the wear and tear is still visible.  The doctor's radiance takes on a deeper golden hue and increases slightly in intensity.  Three hand sized globes spin off of the doctor and move to Tempest, Unity and the Idealist.  As they reach their respective targets each globe unerringly finds a small wound or injury and lands there.  For a brief second each injury is high lighted with an intense golden glow and then disappears.

Even as her last wound fades the Idealist considers her two potential targets.  Looming protectively behind her Mainstay rumbles, "The acrobat looks like trouble, and hard to hit."  The Amazing Mable flips agilely from desk to light fixture to windowsill, always in motion.  The Idealist's eyes narrow and a trio of miniature blue x-wing fighters emerge from beneath her cape.  They streak after Mable, wings open to attack formation, following her around the room and peppering her with laser fire.  The pirate shrieks in pain and surprise as several shots find their target.  "Not that hard to hit."

(Play Hippocratic Oath - 1 HP end of turn healing to Idealist, Tempest and Unity.  Idealist deals Mable 2 psychic damage with Telekinetic Jab.)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 21, 2015, 03:26:50 PM
My next move when it finally gets around to it....

Spoiler
I'll use shotgun on Mable, draw a card, and end my turn.  Boy..that was easy.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 21, 2015, 09:51:17 PM
Sentinels draw
Spoiler
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 59/75 Highest Villain Target
Cards in Play:
The Amazing Mable--4/6
Spoiler

The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 21/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler


(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Frost's Cryo Chamber

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Frost's Cryo Chamber: Room--Increase all cold damage by 1. Reduce all fire damage by 1. At the end of the environment turn, deal each target 1 cold damage.

It is Parse's turn
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 22, 2015, 12:14:10 AM
How did Mable get to 2HP?  Idealist did only 2 HP damage.  Did the numbers get switched around?  Are there buffs out that I don't know about?
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 22, 2015, 01:25:06 AM
Quote from: Uncle Yuan on January 22, 2015, 12:14:10 AM
How did Mable get to 2HP?  Idealist did only 2 HP damage.  Did the numbers get switched around?  Are there buffs out that I don't know about?

I made a typo.  Fixed.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 22, 2015, 04:39:27 AM
With her clothes and hair all wet from the downpour, it wasn't hard for Parse to notice the sudden drop in temperature in the area. How did they end up fighting inside the Frost Cryo Chamber? Or is it because of a malfunction in the Cryo Chamber which has somehow affected the temperature inside the Freedom Tower?

Whatever it is, she knows she has to deactivate it somehow. Hacking inside the Freedom Tower's security system with her ipad. She quickly overrides the temperature controls and deactivates the Frost Cryo Chamber.

Plays Segmentation Fault and discards Quick Calculation to destroy Frost Cryo Chamber.

Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 22, 2015, 10:32:21 AM
You draw
Spoiler
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

Expat destroy Mable as planned.  She draws
Spoiler
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.

It is now Unity's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 59/75 Highest Villain Target
Cards in Play:
The Amazing Mable--2/6
Spoiler

The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 21/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 25, 2015, 07:15:18 PM
Just waiting for Unity.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 26, 2015, 09:59:47 PM
Sorry, crazy weekend.  Kitty's allergies are back and I had to talk to the vet.  Poor thing almost has a bald belly.

I think I'm going to play Flash Forge and discard Champion Bot & Powered Shock Wave.  Two questions though:

1) The discarded Champion Bot go into the deck after the bots are summoned, correct?

2) Flash Forge does not count towards the number of bots summoned, correct as well?

Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 26, 2015, 11:23:03 PM
Quote from: Glitch Girl on January 26, 2015, 09:59:47 PM
Sorry, crazy weekend.  Kitty's allergies are back and I had to talk to the vet.  Poor thing almost has a bald belly.

I think I'm going to play Flash Forge and discard Champion Bot & Powered Shock Wave.  Two questions though:

1) The discarded Champion Bot go into the deck after the bots are summoned, correct?

I'm not sure what you are asking.  Flash Forge doesn't summon bots, it basically allows you to draw bots.  They'll go into your hand, not into play.  In any event Champion Bot will go to your trash.  You have cards that allow you to retrieve bots from your trash, but he won't go into your deck until you shuffle your trash.

Quote2) Flash Forge does not count towards the number of bots summoned, correct as well?

Again, I'm not sure what you're asking - Flash Forge is a one shot, not a bot or equipment.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on January 27, 2015, 04:12:20 AM
Nevermind.   I'm just going to draw 2 this round.  Raptor  Bot targets Corsair.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 27, 2015, 01:23:55 PM
Unity draws

Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.

Raptor Bot deals La Cap 2 points of damage

It is the Environment's turn.  Freedom Tower plays Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.

It is now La Capitan's turn.  As she has three cards under her, she flips and heals 3 hp.  She then plays Trueshot.

Trueshot deals Expat 4 points of damage.

It is now Tempest's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 60/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 27, 2015, 11:10:45 PM
I forgot if I was supposed to be doing anything else right now, so I'll play shielding winds while it's a bit comfy to do so, followed by cleansing downpour.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 28, 2015, 12:15:29 AM
I suggest using Squall as a power instead.  We're OK for HP right now, Dr. Medico has some healing available and we need to start eroding La Cap's damage/healing shield.  Plinks are great for this since we don't "waste" a lot of damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 28, 2015, 08:55:13 PM
Ah, I didn't spot that La Cap had flipped. Squall indeed.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 28, 2015, 09:35:38 PM
Which card would you like returned to it's owner's trash?  Right now, we have Expat's Hairtrigger Reflexes, Unity's Swiftbot, and Tempest's Electrical Storm.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 28, 2015, 09:43:11 PM
Question for Cat: If we defeat La Cap without destroying her crew, do we still win or do we have to get rid of everything she puts up?

Reep: Do either Unity's or Tempest's cards, mine can stay for now.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 28, 2015, 09:48:56 PM
Quote from: Deaths Jester on January 28, 2015, 09:43:11 PM
Question for Cat: If we defeat La Cap without destroying her crew, do we still win or do we have to get rid of everything she puts up?

With a few exceptions, defeating the main villain is sufficient to win the game.  All her crew can be out, but as long as she goes down, the game is over.

The only exception I can think of right now are Omintron (you have to defeat all his drones too), Dreamer (defeating her actually causes you to lose) Wager Master (He changes the rules so sometime you win, sometimes you don't) and Warfang (she just flips over and is restored to full health next time she flips)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 28, 2015, 11:26:34 PM
I'll return Unity's card to her hand.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 28, 2015, 11:39:03 PM
Looking ahead to my turn - how are Parse, ExPat and Unity set up to inflict damage on La Cap?  I have a card play (Dark Delusions) that could clear out her damage shield, but it's expensive, "wasting" a potential 5 damage to do it.  But, if folks are poised to take good advantage of that, it would be worth it. I could follow up with 2 damage from Idealist.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 29, 2015, 01:21:21 AM
La Cap ignores the 1 damage and Swift Bot is returned to Unity's trash.  The villain has 2 more cards under her.

Tempest draws
Spoiler
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

It is now the Sentinels' turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 60/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 29, 2015, 04:27:09 AM
Yuan, I'd hold the 5 point damage till next turn when you can hit La Cap for the full amount. One hit from my shotgun should trash the other two cards this turn while stinging for 2pts.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 29, 2015, 04:29:24 AM
Quote from: Deaths Jester on January 29, 2015, 04:27:09 AM
Yuan, I'd hold the 5 point damage till next turn when you can hit La Cap for the full amount. One hit from my shotgun should trash the other two cards this turn while stinging for 2pts.

Not how it works DJ.  It's not 1 card for every 1 point of damage, it's 1 card every time damage is dealt, no matter how much damage it is.  Your shotgun could do 20 damage and it would still only remove 1 card and do nothing else.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 29, 2015, 04:33:56 AM
Blast! So hoped otherwise...
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 29, 2015, 06:27:29 PM
Has the site been really laggy for others today?

My play will be Dark Delusions, with the single instance damage going to La Cap.

Power will be Idealist's attack to La Cap.

Heals for Tempest, Expatriette and Unity.

Having amassed a large pile of loot from the Tower and the heroes, La Capitan dives behind it and takes cover.  One of Tempest's intense little storms shreds a portion of her cover.  Seeing this Dr. Medico's eyes narrow briefly in thought.  Calmly he says, "Writhe."  From his position near the edge of the assembled heroes two tendrils of blackness shoot out of Writhe's body.  One hits Trueshot squarely across the chest, drawing a sharp scream of pain, while the second knocks loose a collection of hand guns from the pile in front of La Capitan.

"Idealist."  A tendril of blue psychic energy emerges from the young hero's fore head and forms a gigantic robotic figure.  In two strides the blue behemoth is over the pirate, knocking the last of her loot aside with a sweep of it's immense arm.

"Again." At this a cluster of small glowing missiles launch from the mech's shoulder launcher raining down around La Capitan.

"Excellent.  Have at her, folks!" announces the doctor.  "Now is our opportunity!" With a quick glace at the assembled heroes he sends another salvo of healing energy to Tempest, Expatirette and Unity.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 29, 2015, 08:01:22 PM
So....do we want to take out True Shot this round? I think the Sentinels and Unity can take off the 2 remaining cards of La Cap. While Parse and Expat take out True Shot. Though Expat would probably need to sacrifice playing a card this round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 29, 2015, 09:35:24 PM
If you guys decide that's who we want to knock off (Tue Shot), then I'll hold on playing "Pride" this round.  Still think we should gang up on La Cap, though.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 29, 2015, 11:20:50 PM
Quote from: Outcast on January 29, 2015, 08:01:22 PM
So....do we want to take out True Shot this round? I think the Sentinels and Unity can take off the 2 remaining cards of La Cap. While Parse and Expat take out True Shot. Though Expat would probably need to sacrifice playing a card this round.

Dark Delusions hits twice, so her cards are gone.  I'll process the turn shortly.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 30, 2015, 12:58:24 AM
All the cards are cleared out from L Cap and back to their original owners' trashes and she and Trueshot also take 2 damage each.  And healing happens.

Also, the Sentinels draw
Spoiler
Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.

It is now Parse's turn

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 58/75 Highest Villain Target
Cards in Play:
Trueshot--7/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 19/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 18/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 19/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on January 30, 2015, 04:26:54 AM
(Well, seeing that Uncle Yuan sacrificed one of his strong one shot attacks to make La Capitan open to attack....and DJ expressing his desire to target La Capitan...)

"I hear you Expatriette. We'll set our sights then to La Capitan for the time being. And i think i have just the arrow to help us with that."

Parse grabs an arrow from the quiver on her back and quickly fires it at La Capitan. Immediately after striking the villain,  numerous target signs began glowing throughout all of her body.

Plays Targeting Arrow on La Capitan.

"Those glowing dots/targets shows us exactly where her vital points are. Hitting any of those would her hurt a little bit more. Allow me to demonstrate."
Parse then swiftly  knocks out another arrow and fires. Striking with pinpoint precision one of the glowing target signs.


Use Pinpoint Shot power on La Capitan.

"Better hurry though. Because the effect won't last too long."

Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 30, 2015, 11:14:13 AM
OK, I just got a fairly useful card for taking out Trueshot and I can take her out on turn after next since it'll take me a card play to get it set up.  Durasteel Chains will boost Mainstay's damage by 1.  So if he is the one to deal the initial damage from Fling into Darkness he'll deal 4 melee damage.  That means as long as Trueshot comes to my turn at 4 HP I can take her.  And to do that I see Tempest playing Chain Lightening and assigning Trueshot the first instance of 4 damage.   Squall will deal Trueshot another 1 damage.  She'll come into my turn with 4 HP, heal back to 8 when I play Fling into Darkness and then take 4 from Mainstay and at 4 HP she is vulnerable to destruction by Writhe.

Simple.  :blink:

But I'll need two card plays to pull that off so unless someone else has a way to take her out before then I say ignore her and focus on La Cap.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on January 30, 2015, 03:49:00 PM
Sounds reasonable, Yuan. Happy to accommodate.

Are we on course to lose any ongoings on the villain's next turn?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on January 30, 2015, 07:07:31 PM
As it will be my turn coming up, here's the actions:

Spoiler
Noticing the little targets Parse just posted across La Cap's body, a wicked grin springs across Expat's face.  "Hmmm....a little target practice, eh Parse?  I think I can oblige."  With that she aims her tactical shotgun at La Cap's weakest area and takes the shot.  (Using Tactical Shotgun against La Cap)  "Hope this stay up longer because I need to check the aim on Pride." (Play "Pride, draw a card, and end turn)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on January 30, 2015, 09:56:10 PM
Sorry I'm a bit late with this.

That's a total of 4 damage to La Cap from Parse.  She draws
Spoiler
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.

Expat does 5 points of damage to La cap and draws
Spoiler
Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.

It is now Unity's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Damaged to La Capitan Increased by 1.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 49/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 19/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 18/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 19/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on January 30, 2015, 11:30:16 PM
I modified my play post on the previous page for those interested.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 01, 2015, 02:59:17 PM
Quote from: Reepicheep on January 30, 2015, 03:49:00 PM
Sounds reasonable, Yuan. Happy to accommodate.

Are we on course to lose any ongoings on the villain's next turn?

Well, i'm willing and ready to lose one of my ongoings cards. Right now, i'm leaning on Segmentation Fault as the one i'll be sacrificing.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 04, 2015, 10:55:43 AM
So, we are waiting for GG to play her turn?
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 04, 2015, 11:12:28 AM
Yes.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 05, 2015, 02:03:01 PM
Sorry guys, RL has been hammering me both at work and at home time.  Will get caught up and do my turn ASAP.  Not dead, just swamped.

EDIT: I'll use Construction Pylon to put Champion Bot into play  Raptor will target La Capitan for 4.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 07, 2015, 05:29:58 AM
I think the damage would actually be five - Raptor does #bots +1 (2+1=3), +1 for Champion Bot (4) +1 for Targeting Arrow (5).
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 07, 2015, 06:09:29 PM
UY is correct, it's 5 damage.

You draw
Spoiler
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.

The Medical Ward heals everyone (bad guys included) for 1 hp.

Freedom Tower then plays Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.

The top card of each hero's deck is as follows.  Before you take your turn (or even sooner) let me know whether you wish to discard it or leave it on top of your deck.

Tempest
Spoiler
Aquatic Correspondence: One-Shot--Draw 3 cards.

Sentinels
Spoiler
Second Chance: One-Shot--Flip one of your Character cards from its incapacitated side to its active side. Restore it to 6 HP.

Parse
Spoiler
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.

Expatriette
Spoiler
Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

Unity
Spoiler
Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.

It is now La Capitan's turn.  She plays Raiding Party: One-Shot--Reveal cards from the top of the Villain deck until (H) minus 1 Crew cards are revealed. Put them into play. Discard the other revealed cards. Destroy a Hero Ongoing or Equipment card.

There are no cards in her deck, so no Crew cards come out.  I'll need someone to lose an Ongoing or Equipment card.  I can't remember if you already decided on something.  La Cap then flips back to her front side and deals Parse 4 points of damage. Trueshot shoots either tempest or Unity for 4 more.

Let me know what gets destroyed and who takes the damage, then  it is Tempest's turn.  Don't forget to decide whether you want to discard the top card of your deck or not.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Damaged to La Capitan Increased by 1.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 45/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 17/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 19/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 07, 2015, 09:59:12 PM
Sentinels will discard.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 07, 2015, 10:22:25 PM
Quote from: Uncle Yuan on February 07, 2015, 09:59:12 PM
Sentinels will discard.

Do you mean you want Hippocratic Oath to be destroyed?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 07, 2015, 11:29:24 PM
Heck no.  Discard the revealed card..
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 07, 2015, 11:46:48 PM
Quote from: Uncle Yuan on February 07, 2015, 11:29:24 PM
Heck no.  Discard the revealed card..

Sorry, forgot about that for some reason.  Done.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 08, 2015, 10:27:41 AM
Happy to take the hit.

Hm, I played Shielding Winds so that playing Localised Hurricane would actually be beneficial in terms of damage, but I'm happy to discard it and take the extra damage if nobody else wants to lose anything.

Yuan - I'm correct in saying we were waiting for you to play Durasteel Chains before we knock Trueshot out of the park?

If so, meanwhile I'll play Localized Hurricane. If I can instantly use the power, I will. Otherwise, I'll play cleansing downpour.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 08, 2015, 10:34:52 AM
Until the start of Parse's next turn there's still a +1 damage bonus on LaCap, so damage is nice.  You can use a power the turn you put it into play, so Localized Hurricane is GTG.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 08, 2015, 01:58:57 PM
I'll let Raiding Party destroy Segmentation Fault. And i'll just replace Critical Multiplier.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on February 08, 2015, 07:31:52 PM
As I don't know how long I'll be able to get online before getting cut open...am posting play now"

Spoiler
I'll keep Submachine Gun on the top of my deck.  I'll play Hollow Points on Pride, hit La Cap with my Tactical Shotgun, and draw my card.  If GG has a bot she needs to bring out, she can use Hollow Points to do so, otherwise if there is a need to discard someone's card it's there for that.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 08, 2015, 11:53:38 PM
Quote from: Reepicheep on February 08, 2015, 10:27:41 AM
If so, meanwhile I'll play Localized Hurricane. If I can instantly use the power, I will. Otherwise, I'll play cleansing downpour.

First you need to decide whether to keep the card at the top of your deck or discard it.  Then it is your turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Damaged to La Capitan Increased by 1.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 45/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 16/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 17/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 19/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 10, 2015, 10:17:44 AM
Oh, I'll keep it there.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 11, 2015, 01:10:02 AM
As you already know, you draw
Spoiler
Aquatic Correspondence: One-Shot--Draw 3 cards.

It is now the Sentinel's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Damaged to La Capitan Increased by 1.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 42/75 Highest Villain Target
Cards in Play:
Trueshot--6/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 16/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.



In Play: Cleansing Downpour, Shielding Winds
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 17/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 19/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 11, 2015, 01:14:08 AM
I forgot to add in the targeting arrow bonus.  I'll add that in my next update.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 11, 2015, 11:14:12 AM
Mainstay reaches over his shoulder and unhooks the massive alloy chain crossing his chest like a bandoleer.  With a cascade of chimes it unravels into his massive hands.  Releasing one end he begins to twirl the chain, gradually feeding length and spinning it faster and faster.  Soon Mainstay is protected by a humming shield of spinning chain twirled at propeller-like speed by his superhuman strength.  (Play Durasteel Chains).

Almost reflexively the Idealist steps partially behind the new cover provided by her massive team mate and from that cover forms a telekinetic tractor-trailer the size of a small pony.  The glowing truck veers around several pieces of debris, accelerating towards the reeling La Capitan.  She sluggishly tries to get out of the way, but is not fast enough and is clipped by the apparition, knocking her to the ground. (Telekinetic Jab for La Capitan)

Watching this unfolding scene Dr. Medico gestures almost absently, and three more bubbles of glowing gold energy streak unerringly towards Tempest, Parse and Expatriette.  Each pops just before reaching their target, bathing the three in healing energy.

OK, if we really want to take out Trueshot, Tempest will need to inflict at least 5 damage on her on his next turn.  (He has two cards which could do 4, he would then need to follow with Squall or Localized Hurricane.)  This will leave her vulnerable to Fling into Darkness even after her heal.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 12, 2015, 01:44:04 AM
The Sentinels draw

Spoiler

Team Communications: One-Shot--Draw 4 cards. You may play a card.

It is now Parse's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Damaged to La Capitan Increased by 1.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 39/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.



In Play: Cleansing Downpour, Shielding Winds
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Team Communications: One-Shot--Draw 4 cards.You may play a card.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 18/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride
Spoiler

"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 12, 2015, 03:02:46 AM
With the missed Targeting Arrow bonus from Tempest, and the one from our turn, and the 2 from TK Jab,  LaCap should be at 38 right now.

Excellent draw!  Team Communication was #1 on the list of cards I most want wanted to draw.  My hand was getting pretty blah.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 12, 2015, 03:20:02 AM
I noticed it already.  Fixed now.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 12, 2015, 03:25:52 AM
Um, it still says 39 . . .
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 12, 2015, 03:28:36 AM
Quote from: Uncle Yuan on February 12, 2015, 03:25:52 AM
Um, it still says 39 . . .

My master copy is what counts and it says 38.  Next update it will be correct.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 12, 2015, 12:24:17 PM
Gotcha!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 12, 2015, 04:02:50 PM
I think i'll go play Quick Calculation. Then if i can, i'll use Gauge to check the top card of the new deck. If i can't use Gauge, i'll just use Pinpoint Shot to target La Capitan.

After that, i'll draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 12, 2015, 04:59:33 PM
Quote from: Outcast on February 12, 2015, 04:02:50 PM
I think i'll go play Quick Calculation. Then if i can, i'll use Gauge to check the top card of the new deck. If i can't use Gauge, i'll just use Pinpoint Shot to target La Capitan.

After that, i'll draw a card to end my turn.

I'm pretty sure she doesn't have a deck at the moment - trash is only shuffled when you need to draw a card and I don't think she needed to.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 12, 2015, 09:44:47 PM
Quote from: Uncle Yuan on February 12, 2015, 04:59:33 PM
Quote from: Outcast on February 12, 2015, 04:02:50 PM
I think i'll go play Quick Calculation. Then if i can, i'll use Gauge to check the top card of the new deck. If i can't use Gauge, i'll just use Pinpoint Shot to target La Capitan.

After that, i'll draw a card to end my turn.

I'm pretty sure she doesn't have a deck at the moment - trash is only shuffled when you need to draw a card and I don't think she needed to.
UY is correct, no deck, so nothing to check.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 12, 2015, 09:55:30 PM
Quick Calculation gives you
Spoiler

Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.

Choose 2 for your hand and 1 for the bottom of your deck.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 13, 2015, 03:18:47 AM
Gauge goes to the bottom. The remaining 2 to my hand.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 13, 2015, 10:08:06 PM
You draw
Spoiler
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

Expat will put out Hollow points on Pride, which Unity can use to make bots, shot La Cap and draw
Spoiler
Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

It is now Unity's turn

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Damaged to La Capitan Increased by 1.

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 32/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.



In Play: Cleansing Downpour, Shielding Winds
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Team Communications: One-Shot--Draw 4 cards.You may play a card.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 18/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 20/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 16, 2015, 12:25:26 AM
Crossing a few wires, I'm going to induce a Powered Shockwave at La Captain as my Raptor bot digs its claws into her as well.

Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 16, 2015, 12:42:55 AM
That's 4 damage to La cap and Trueshot from the shockwave and 4 again from the Raptor.

You draw

Spoiler
Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.

It is now the Environment's turn.

The medical ward heals everything for 1.

The Freedom Tower plays Mission Control: Room--At the end of the Environment turn, reveal the top card of each Hero deck in turn order. If the revealed card is a one-shot or a Limited card already in play, discard that card. Otherwise, put the revealed card into play.

Okay, because of the way Mission Control synergizes with Secondary Lab, I have to know what everyone wants to do with the top card of their deck before I can continue.  Just be aware that if it's a one-shot or a limited card you've already played, it's going to get discarded anyway. If they aren't, leave it there and Mission control will play it for you. Unity's bots never meet either category, so they can be played this way.

Sentinels are pretty much going to be out of luck here, though.

So, top card of your decks are

Tempest:
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.

Sentinels:
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Parse:
Spoiler

Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.

Expatriette:
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

Unity:
Spoiler

Brainstorm: One-Shot--Draw 2 cards.Unity deals up to 3 Targets 1 Lightning Damage each.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 16, 2015, 02:06:59 AM
So, just to be clear, is "putting a card into play" the same as "playing a card"?  In other words, will the cards put into play by Mission Control trigger Trueshot's heal?  I'm pretty sure it does not as in the video game I once played Takedown on Omnitron and he still put drones/devices into play from his trash.  If it does NOT trigger the heal then I will leave it on top of my deck.  Then when it comes into play through Mission Control, Mainstay will pick up Trueshot and Fling her into Darkness!
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 16, 2015, 02:13:44 AM
No, "put into play" is not the same thing and does not trigger Trueshot.  However, any one shots revealed by Mission Control are discarded, so you will not be able to fling her into darkness in this fashion.

To try to clarify, Mission control discards any card it reveals that is either a one-shot or a Limited card that is already in play.  Any other card is put into play.  I said the Sentinels are out of luck because most of their deck is one shots and you have most of the cards that are not, so it's not likely to help you in any way.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 16, 2015, 02:30:28 AM
Phooey, I misunderstood, then.  OK, as long as it's going to be discarded by Mission Control anyway I'll go ahead and discard it now.  I might get lucky and get Aura of Vision.

Edit - on second thought, belay that.  I'm much more likely to wind up discarding something I really want like Team Communication or Unique Abilities.  Leave it on top.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 16, 2015, 02:42:59 AM
out of 28 remained cards in the deck, only 4 of them would actually get put into play.  Those aren't great odds.  And half of them (the two the redirect all damage to Mainstay) you probably don't want.  That's a 7% chance of actually getting something you'd want.  Not good odds.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on February 16, 2015, 03:18:42 AM
As it will be discarded instead of being played (shotgun is already in play), I'll leave it alone.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 16, 2015, 08:13:41 AM
Keep mine on top please!  ^_^
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 16, 2015, 12:03:28 PM
Quote from: Deaths Jester on February 16, 2015, 03:18:42 AM
As it will be discarded instead of being played (shotgun is already in play), I'll leave it alone.

Actually, DJ, since you know it's going to be discarded anyway it probably makes more sense to discard it now.  ExPat has so many equipements in her deck there is a fairly high probability that whatever is next could actually go into play.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 16, 2015, 03:01:10 PM
I think in my deck there's more or less a 50/50 chance of getting either a one-shot or an ongoing card.

So since the last two cards were one-shots, Quick Calculation and Recompile. I'm going to try and bet that the next card would be an ongoing card which will then get played. I'll discard the top card of my deck which is Recompile.

My only ongoing card right now is Gauge. (i know i sacrificed Segmentation Fault when Raiding Party played out.)

Uncle Yuan maybe right about your chances of getting an equipment card DJ. You do have a lot of equipment cards in your deck compared to one shots.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on February 16, 2015, 04:30:38 PM
Alright, I'll discard the Shotgun in my deck now then. Do you guys want to get rid of the enviro so you can be able to play one shots? If so, I can hold off on drawing a card this turn and then discard an empty hand on the enviroments turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 16, 2015, 09:20:46 PM
I can easily knock out the environment card(s) with ball lightning if that's what folks want.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 16, 2015, 09:31:54 PM
Honestly, these cards are way more helpful than hurtful.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 16, 2015, 10:56:37 PM
Quote from: Deaths Jester on February 16, 2015, 04:30:38 PM
Alright, I'll discard the Shotgun in my deck now then. Do you guys want to get rid of the enviro so you can be able to play one shots? If so, I can hold off on drawing a card this turn and then discard an empty hand on the enviroments turn.

To be clear, Mission Control does not prevent players from playing one-shots on their own turn.  What it does is play cards on the environment turn--just not one-shots.  It's free cardplay, essentially.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 16, 2015, 11:05:16 PM
 . . . providing said card is an Ongoing or Equipment card. Dr. Stinson's Secondary lab is essentially giving us a chance to preview what that card and keep it if it's useful or get rid of it if it's not.  The Sentinels are keeping a One-shot on top because their deck is almost all One-shots, so even if this card gets discarded there will almost certainly be another One-shot on top (and potentially better than another copy of Fling into Darkness).
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 16, 2015, 11:10:37 PM
Quote from: Uncle Yuan on February 16, 2015, 11:05:16 PM
. . . providing said card is an Ongoing or Equipment card.  (Which is why the Sentinels are opting out - only very few of those cards are Ongoing or Equipment.)

Technically, Unity's bots are neither Ongoing or Equipment, but  they can still be played.  I can only think of two other heroes that have exceptions like that, though.

Feel free to put in standing orders for this in the future to speed things along, by the way.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 17, 2015, 06:57:59 PM
Just out of curiosity, do I get to draw cards if Mission Control plays my card or do I just do damage?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 17, 2015, 07:45:25 PM
If the card goes into play then any/all text goes into effect.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 17, 2015, 09:52:08 PM
Quote from: Glitch Girl on February 17, 2015, 06:57:59 PM
Just out of curiosity, do I get to draw cards if Mission Control plays my card or do I just do damage?

In your case, most of the cards it would play would be bots, which would hang around and do whatever they normally do.  Anything that triggers on your turn(like Raptor Bot's damage) won't trigger until your actual turn, which anything that triggers as soon as the card goes into play(such of Supply Crate) will happen immediately.  The card currently at the top of your deck (which I have a feeling might be what you're asking about) is a One shot, so if you don't discard it now, it will get discarded, not played.  I would recommend you just discard it and hope a bot gets played instead.  For Unity, there are no one-shots you can't do without and a higher than normal number of things that could get played, all of them really helpful.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 18, 2015, 10:12:47 PM
Just wanted to check.  Yeah I think I will get rid of it and hope for another bot.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 18, 2015, 10:34:41 PM
Alright, time to move along.

Mission Control Activates and reveals the top card of each Hero deck.

Tempest: Otherworldly Resilience--Put into play
Spoiler
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.

Sentinels: Fling Into Darkness--Discarded
Spoiler

Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Parse: Syntactic Analysis--Dicarded
Spoiler

Syntactic Analysis: One-Shot--Select a Player. That Player reveals the top 2 cards of their deck. They may play, draw, or discard each of those cards in any order.

Expatriette: RPG Launcher--Discarded
Spoiler

RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.

Unity: Stealth Bot--Put into play
Spoiler

Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.

That's two good cards, anyway.

It is now La Capitan's turn.

She reshuffles her deck and plays "Walk the Plank!":One-Shot--La Capitán deals the Hero Character card with the highest HP 3 Projectile Damage. That Hero's Player cannot use Powers until the start of the Villain turn.

Unit and Expat are tied for first.  Who want to take the damage and not be able to use powers for a round?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 18, 2015, 11:45:48 PM
As a general rule Unity doesn't do a lot of damage herself, so I think she would be the better choice.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 19, 2015, 06:22:09 PM
If my bots can still do damage, I'll take it.  I'll save Stealth Bot for someone who really needs damage soaking.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 19, 2015, 10:00:33 PM
Quote from: Glitch Girl on February 19, 2015, 06:22:09 PM
If my bots can still do damage, I'll take it.  I'll save Stealth Bot for someone who really needs damage soaking.

It only effects you using your power, which in your case means you can't play the Platform Bot on your turn.  The bots already in play can keep doing their thing.

So that's 3 damage to Unity and Unity cannot use powers.

La Cap then deals 4 damage to Expat and Trueshot deals 4 damage to Parse.

It is now Tempest's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 25/75 Highest Villain Target
Cards in Play:
Trueshot--6/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.



In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Team Communications: One-Shot--Draw 4 cards.You may play a card.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 15/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Stealth Bot 5/5
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab, Mission Control

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 20, 2015, 02:52:31 AM
Just a reminder for Tempest - if you can hit Trueshot for at least 5 points of damage this turn (after playing cards) the Sentinels can finally take her out.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 20, 2015, 03:06:17 AM
If Unity could still use powers, should could have Put Platform Bot into play, then taken Trueshot out by herself.  Alas, that is not possible now.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 20, 2015, 09:05:55 AM
As planned, I'll use Chain Lighting. The first hit to La Cap, the second hit to Trueshot, forget the third hit.

That should put Trueshot on 6hp.

I'll then use Localised Hurricane on both, reducing Trueshot to 3hp.

That should allow Fling Into Darkness to destroy her.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 20, 2015, 10:50:48 AM
You draw
Spoiler

Flash Flood: One-Shot--Destroy up to 2 Environment cards.

It is the Sentinels' turn

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 18/75 Highest Villain Target
Cards in Play:
Trueshot--3/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Flash Flood: One-Shot--Destroy up to 2 Environment cards.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Team Communications: One-Shot--Draw 4 cards.You may play a card.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 15/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Stealth Bot 5/5
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 20, 2015, 11:30:39 AM
Shouldn't Tempest get two more cards for Localized Hurricane?

*   *   *   *   *

Even as she staggers from Tempest's dual attacks, Trueshot begins to regenerate, burns and wounds reversing themselves with staggering speed.  Mainstay surges towards her, massive chain still spinning.  "I think we've had just about enough of you!" he rumbles.  With a deft twist of his wrist the spinning durasteel chain arcs towards the Amazon, wrapping around her several times while knocking her to the ground.  "Hey, Writhe, catch!" With a mighty heave the chain uncoils from Trueshot, sending her spinning through the air towards Writhe.  Writhe's pitch black form seems to expands slightly and the flying pirate disappears within.  For several seconds nothing seems to happen, then several feet to Writhe's left a shadow behind one of the sofas enlarges briefly as the now unconscious Trueshot tumbles back into reality.  (Fling into Darkness, attack by Mainstay)

Dr. Medico and the Idealist smile at each other across the destruction and simultaneously four glowing spheres of energy streak towards their targets - Dr. Medico's golden healing pulses towards Tempest, Parse and Expatriette, and the Idealist's signature blue telekinetic attack towards the now solitary La Capitan! (Telekinetic Jab)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 20, 2015, 11:58:23 AM
Not sure. But i think we could have finished off La Capitan this round if we focus our attack on her.

Nevertheless if not, by next round for sure.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 20, 2015, 12:21:50 PM
Quote from: Outcast on February 20, 2015, 11:58:23 AM
Not sure. But i think we could have finished off La Capitan this round if we focus our attack on her.

Nevertheless if not, by next round for sure.

I tried to work that one out as well. I think we could have got her down to 1hp, unless I've missed something?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 20, 2015, 12:29:44 PM
Hmmm...since La Capitan has 18hp after you hit her with the Lightning bolt.

If Sentinels used Fling into Darkness and Telekinetic Jab that would be 5hp damage.
Parse can deal 5hp damage with Impossible Shot and Pinpoint shot.
Expat can use Tactical Shot Gun for 4hp.
Unity's Raptor Bot deals 3 bots plus 1 hp plus 1 hp from Champion Bot. With a total of 5.

19hp damage in total.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 20, 2015, 12:56:03 PM
Ah, I missed telekinetic jab. Well done.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 20, 2015, 01:03:16 PM
At least you would be dealing the finishing blow once again. :)

I don't think there's any way for La Capitan to escape her fate....
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 20, 2015, 07:41:41 PM
Quote from: Outcast on February 20, 2015, 01:03:16 PM
At least you would be dealing the finishing blow once again. :)

I don't think there's any way for La Capitan to escape her fate....

Oh, dear.  We're toast now for sure.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 20, 2015, 09:44:30 PM
Tempest also draws
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

The Sentinels draw
Spoiler
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.

It is now Parse's turn

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 15/75 Highest Villain Target
Cards in Play:
None

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Flash Flood: One-Shot--Destroy up to 2 Environment cards.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Team Communications: One-Shot--Draw 4 cards.You may play a card.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 15/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Stealth Bot 5/5
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab, Mission Control

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 20, 2015, 10:12:17 PM
Just realised, shouldn't telekinetic jab add one for nemesis bonus?

Quick guys, crunch the numbers!
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 20, 2015, 10:17:21 PM
Quote from: Reepicheep on February 20, 2015, 10:12:17 PM
Just realised, shouldn't telekinetic jab add one for nemesis bonus?

Quick guys, crunch the numbers!

It should.  I'll change it.  Both places this time.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 20, 2015, 11:33:40 PM
 :doh: I think we've missed that more than once.  I know Idealist tagged her last turn, as well.  Ah well it's not going to be more than a few points; we're still in a pretty strong position.

I think we're still one short.  Parse can do 5, Expat can do 4 (with either Tac Shotgun or Pride w/Hollow Points), RaptorBot (Unity) will do 5.  I wasn't looking ahead on my turn.  If we want to try to retcon the turn I coud use Fling into Darkness against LaCap.  If Mainstay makes that attack it will do 5 damage, which is more than enough to take La Cap out this round.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 21, 2015, 08:22:44 AM
I think there are a few things we should have looked closer at - Expat could have taken the hit instead of Unity earlier - Expat would still do the same amount of damage. Ah well, I think we all entered this round not expecting that we could actually win.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 21, 2015, 10:41:50 AM
Actually, i did think we could win this round. But i didn't get to post it before you guys had already posted. Anyways, not much difference if we win by the next round.

I'll play Impossible Shot to La Capitan. Then i'll use Gauge to check on the top card of La Capitan's Deck. Just to check if it's a card that could make any difference.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 21, 2015, 12:57:06 PM
Quote from: Reepicheep on February 21, 2015, 08:22:44 AM
I think there are a few things we should have looked closer at - Expat could have taken the hit instead of Unity earlier - Expat would still do the same amount of damage. Ah well, I think we all entered this round not expecting that we could actually win.

Actually Expat's damage comes from her powers, so that would mean no damage from Expat at all.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 21, 2015, 01:30:03 PM
Darn tootin', you're right.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 21, 2015, 01:33:36 PM
Top card of her deck is our old buddy Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 21, 2015, 02:09:40 PM
Chip is more than welcome to come back. I'll keep him on top of the deck. :)
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 21, 2015, 04:33:18 PM
Parse draw

Spoiler
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.

It is now Expat's turn

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 12/75 Highest Villain Target
Cards in Play:
None

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Flash Flood: One-Shot--Destroy up to 2 Environment cards.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Team Communications: One-Shot--Draw 4 cards.You may play a card.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 15/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Stealth Bot 5/5
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab, Mission Control

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on February 21, 2015, 05:04:48 PM
I'll use Shotgun on Cap, draw a card, and end my turn.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 21, 2015, 06:04:31 PM
You draw

Spoiler
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.

It is now Unity's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 8/75 Highest Villain Target
Cards in Play:
None

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Flash Flood: One-Shot--Destroy up to 2 Environment cards.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Team Communications: One-Shot--Draw 4 cards.You may play a card.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 15/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 17/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 18/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Champion Bot 8/8
Stealth Bot 5/5
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab, Mission Control

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 21, 2015, 07:25:37 PM
Still reeling from the hit Unity points vaguely in La Capitan's direction, signalling her Raptor Bot to attack the villain.

( I can't use any of my hand cards this round, correct? )

Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 21, 2015, 07:47:07 PM
You can, but I think they might all be inconsequential at this point...

It's powers you can't use, which is a shame because platform bot would win us the game.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 24, 2015, 12:18:51 AM
Waiting on a cardplay decision, although this is about over in any case.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 24, 2015, 02:33:25 PM
Sorry, I meant that I wasn't playing a card this round, just getting the Raptor Bot to attack.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 25, 2015, 03:21:43 AM
Unity draws
Spoiler
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

It is now Freedom Tower's turn.

Medical Ward heals everyone by 1.

Freedom Tower plays
Spoiler
Entry Point:Play this card on a Room card. If there are no Room cards in play, reshuffle this card into the Environment deck and play the top card of the Environment deck. A card under this card has no game text. Increase damage dealt by Villain targets by 1.

Which Environment card do you want to get put under it?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 25, 2015, 07:27:31 AM
Security Station.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 25, 2015, 11:17:47 AM
Quote from: Reepicheep on February 25, 2015, 07:27:31 AM
Security Station.

Agree.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 25, 2015, 09:54:16 PM
Done.  Now the secondary lab reveals cards.  Discard or put it back on your deck.

Tempest
Spoiler

Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.

Sentinels
Spoiler
Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.

Parse
Spoiler
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.

Expatriette
Spoiler
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.

Unity
Spoiler
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase.At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

And it's almost entirely cards that Mission Control can play.  How interesting.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 25, 2015, 11:25:57 PM
Sentinels - leave it.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on February 25, 2015, 11:40:32 PM
Junk mine.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 26, 2015, 03:31:56 AM
DJ, don't you want speed loading? It's not a one shot , so it'll be played out.

Keep mine on top. Not much difference though, since La Capitan will fall after another hit.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 26, 2015, 07:17:13 AM
Leave mine there.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on February 26, 2015, 02:26:44 PM
Keep.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 26, 2015, 06:04:24 PM
Quote from: Outcast on February 26, 2015, 03:31:56 AM
DJ, don't you want speed loading? It's not a one shot , so it'll be played out.

Keep mine on top. Not much difference though, since La Capitan will fall after another hit.

I'm guessing it's because he just won't get much use out of it this late in the game, and may be hoping for an ammo.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 26, 2015, 10:15:58 PM
So the results

Tempest--Elemental Subwave Inducer put into play
Spoiler
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.

The Sentinels--Unique Capabilities discarded
Spoiler
Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.

Parse--Critical Multiplier put into play
Spoiler
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.

Expatriette--Arsenal Access discarded
Spoiler
Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.

Unity--Raptor Bot put into play
Spoiler
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

It is now La Capitan's turn

La Captian plays Chip: 8 hp, Crew, Flying Ace--At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage. At the start of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.

La Cap hits either Tempest or Expat for 5damage, then Chip hits the other one for 3.  Who gets which?
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 26, 2015, 10:48:37 PM
I'll take the 5, since I can reduce it. Would it be reduced to 4 or to 2?
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 26, 2015, 11:23:54 PM
I forgot about shielding winds.  In this case, the cards act in the order of your choice, which means shielding winds first, then Resilience. Localized Hurricane then increases the damage, so it actually work out to 3.

That makes it Tempest's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers

(http://www.sotm.freedomforceforever.com/banners/lacaptian.png)
Side: The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 4/75 Lowest Villain Target
Cards in Play:
Chip, 8/8 Highest Villain Target



(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 15/29
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience, Elemental Subwave Inducer
Spoiler

Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Flash Flood: One-Shot--Destroy up to 2 Environment cards.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath, Durasteel Chains
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Team Communications: One-Shot--Draw 4 cards.You may play a card.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.

(http://www.sotm.freedomforceforever.com/banners/parse.png)
HP: 16/26 Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge, Segmentation Fault, Critical Multiplier
Spoiler

Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 15/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.


In Play:  Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Spoiler

Hollow Points: Equipment, Ammo--Play this card next to a Gun card.  Increase the Damage of that card's Power by 2.  After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler

RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.

(http://www.sotm.freedomforceforever.com/banners/unity.png)
HP: 19/26 Highest Hero Target

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot[1] 2/2 Lowest Hero Target
Raptor Bot[2] 2/2 Lowest Hero Target
Champion Bot 8/8
Stealth Bot 5/5
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab, Mission Control

Spoiler

Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 27, 2015, 02:16:09 AM
C'mon, Tempest, take this one home!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 27, 2015, 07:46:48 AM
Tempest, almost ignoring la Cap's last ditch efforts, makes furious strides towards her. The air around him alive with electricity, he materialises a ball of lightning and launches it towards the foe.

He really hopes Tachyon doesn't tell him off for bad babysitting.
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 27, 2015, 11:09:41 AM
And with that

Heroes Win!!!

Alright 5 for 5.  That's better than how I ever do.  So that does it.  I am going to kill you all.  This means that Iron Legacy is coming up next.  Good luck.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on February 28, 2015, 12:34:56 AM
If you're going to be like that cat, then I'll just put my name down for Guise. Now you are in for it!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 28, 2015, 03:23:54 AM
Thanks for a fun game, everyone!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Outcast on February 28, 2015, 10:33:00 AM
Quote from: catwhowalksbyhimself on February 27, 2015, 11:09:41 AM
And with that

Heroes Win!!!

Alright 5 for 5.  That's better than how I ever do.  So that does it.  I am going to kill you all.  This means that Iron Legacy is coming up next.  Good luck.

:o Oh no. Not Iron Legacy.... :faint
Title: Re: Sentinels of the Multiverse Game 5
Post by: Reepicheep on February 28, 2015, 10:37:24 AM
Tempest, now regretting the win, takes back his last moves and punches Unity in the face. He then draws a card.
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 28, 2015, 12:35:14 PM
I'd be willing to give it a go.  One benefit to taking on Iron Legacy is that the games are invariably short. 
Title: Re: Sentinels of the Multiverse Game 5
Post by: catwhowalksbyhimself on February 28, 2015, 02:15:08 PM
I'll probably take a break for a couple of days before starting.  For the record, I have heard of an epic 10-20 round Iron Legacy game that some people I know were in.  It involved getting a bunch of characters that can shut down his damage, then retrieving their cards from the trash and doing it again.

And DJ, if you want Guise, you shall have Guise.  He seems really excited by being picked, but keeps muttering something about "boomstick."
Title: Re: Sentinels of the Multiverse Game 5
Post by: Uncle Yuan on February 28, 2015, 06:58:27 PM
Shop smart!
Title: Re: Sentinels of the Multiverse Game 5
Post by: Glitch Girl on March 02, 2015, 02:51:53 PM
Quote from: Reepicheep on February 28, 2015, 10:37:24 AM
Tempest, now regretting the win, takes back his last moves and punches Unity in the face. He then draws a card.
HEY!

Anyway, go us!

Not sure I'll be able to do the next one.  I've been slammed the last few weeks with various projects at work and at the game I volunteer content for.  Since you're taking a few days off, we'll see.  Been a fun ride so far (minus the face punch)
Title: Re: Sentinels of the Multiverse Game 5
Post by: Deaths Jester on March 02, 2015, 03:49:55 PM
Quote from: catwhowalksbyhimself on February 28, 2015, 02:15:08 PM

And DJ, if you want Guise, you shall have Guise.  He seems really excited by being picked, but keeps muttering something about "boomstick."

BOOMSTICK!!!!

(Think this guy just might be able to channel the DJ insanity just right.)