Anyone have a good strat vs Chairman?

I need a good plan against Chairman on Advanced Mode. I can beat all the other villans with reasonable sucess rates, I practically never win against Chairman.

I’ve only really suceeded by; 1. Brain Burn the villan trash, which often destroys Visionary, but is worth it. and 2. Savage Mana.

If I dont have Haka/Visionary, or if Haka doesnt draw Savage Mana relatively early I just get owned. I’ve tried letting chairman flip, not letting him flip, destroying villan cards, not destroying villan cards, different teams… I just am not sure what to do here. help?

I’ve beaten him twice. One was the game with you where Savage Mana was absolutely hilarious.

The other was three player, basic mode. They murdered the other two heroes (Tempest and Fixer) but Young Legacy was still alive and kicking. Tempest and Next Evolution made Legacy immune to Projectile and Melee, so the Chairman couldn’t hurt her. Danger Sense made her immune to whatever Atlantis would dish out. America’s Newest Legacy and the Chairman stood there, glaring at each other while all of the Chairman’s minions died horrible deaths every turn to Krakens, Collapsing Hallways, and Mystical Defenses. Atlantis had most of its deck in play - the upkeep was hell! Due to being absolutely indestructible, Legacy prevailed. It took a while, though. And was immensely amusing.

I’d say if the Chairman has a weakness, that’s it. Melee immunity shuts him down hard. Too bad there’s only two ways to get that.

Visionary, if she can get her Discard Burn card, can stop the Chairman’s gimmick pretty much entirely. We managed that turn one one time. It was 5 on one for awhile there.
They kept drawing jailbusts, but there wasn’t anything to pull.

heh, yeah I meant besides that, seeing as how I mentioned it already. In the first post. =p.

Did get a win today with Next Evolution+ LFTF, but even so, all heroes but Legacy KO’d (Hired Guns got em).

So, any success stories that don’t involve Legacy, Haka, Visionary, or Incapacitated Tempest?

If I remember right, I’ve beaten advanced Chairman with Wraith solving most of the problems. Stunning the Operative is a huge help and watching the top of the deck for Prison Breaks is also very important. I think we also may have gotten the Informant Subboss out early and used her to play through the Chairman’s deck as quickly as we could so we could kill off all of the Subbosses in the space of a few turns, and then kill the Operative before he reshuffled. Once he’s reshuffled without the Operative, Chairman has really lost his teeth.

A team of Wraith, Absolute Zero, Tachyon, Fixer, and I think Legacy was another excellent combo, that didn’t involve Legacy as the only survivor/ tanking everyone’s damage.
Absolute got of his ongoings pretty quick, so we always had a turn to field wipe before villians got a shot at us, since they weren’t pulling new villains or making attacks til after they were out a turn, plus he was dealing a dedicated 2 damage to all on top of one shots and powers. Tachyon played interference whenever we couldn’t wipe with her ‘Hit all targets, targets deal no damage’ and building up bursts for the right time. Wraith consistently kept the hurt on the Operative, and fudged the villain deck. Fixer was either Jack Handling everyone or Pipe Wrenching the operative, and was either redirecting damage or making his or the team’s damage irreducible- Mostly his own, with Jack Handle and Harmony… Legacy mostly just Bolstered Ally damage and gave us a bit of healing. Tachyon ended the fight as soon as the Operative went down, since she’d been saving her assults and had at least 10 bursts in discard, and the Chairman was not at full.

We were lucky, yes, but we were also thinking ahead.

Just a note concerning AZ and Sub-zero Atmosphere in this context:
Sub-zero Atmosphere doesn’t really help you on the “normal” turn. What I mean by that is that The Operative’s ability to dig for Underbosses moves to the beginning of the villain turn, then all Underbosses’ ability to search for Thugs moves to the beginning of the villain turn, the all Thugs’ abilities to deal damage moves to the beginning of the villain turn. This means, you still have the Operative → Underboss → Thug → Do whatever sequence happening.

Now, it’s still awesome for when you get Underbosses in the “Play a Villain Card” phase, and it seriously neuters Jailbreak. I just wanted it clear (since I saw someone on BGG that did it wrong), that it actually doesn’t help for a “normal” turn.

Oh, Yeah, we realized that, but it meant we’d only get the one new Underboss-> thug-> and their actions per round, and if we pulled a second boss or a break, we had time to think. It did let us sweep up after a Jailbreak that came about the turn before Wraith got the eyepiece.

End of Days on turn one will kill the Operative, so from there just use Legacy to Buff/tank; Ra/Haka/AZ/Fanatic for damage, Fixer or Tempest for crowd control, and Wraith or Legacy to watch the villain deck and delay Prison Break.

End of Days will not kill the Operative. It is being reworded such to not destroy Character Cards of any kind. This includes the Operative.
It will mostly read like this:

[quote=““End of Days””]

At the start of the environment turn, destroy all cards in play other than this card and character cards.
At the end of the environment turn, destroy this card.

[/quote]

I hope the SotM guys make available a list of all the changes they’re making with the Expanded Edition so that we will know to treat cards differently. I barely read some cards because I know what they do, and if their wording has changed in the new edition, I may not catch it.

It’s posted on the kickstarter, and I’ve double-checked with them. They are going to release a PDF of all changed cards, including ones updated with the H symbol.

I didn’t know they changed that. It DID seem a bit OP.

As a collective forum community we only just realized this hack. To be fair, we haven’t seen any official changes yet. All we have is TheJayMann’s assurance that it will be changed. He’s pretty reliable, sadly.

I base this off of another card I have seen. And with that, that’s all I can say.

My groups first game with Rook City was against The Chairman in Rook City. We had Legacy, Mr. Fixer, Expatriette, and RC Wraith. It was a long battle but we prevailed. We were never worried either. I wished we used normal Wraith but that is only because RC Wraith is so much weaker than the original. Legacy was Galvinzing and Charging as soon as he could. Mr. Fixer had his Jack Handle, Grease Monkey Fist, and Harmony. Expatriette was shooting things left and right with every gun she could find. Wraith was controlling the villian deck and cleaning up the pieces of Thugs and Underbosses. The most annoying part was the Operative but soon Legacy and Wraith (I believe) focused on her to defeat her as soon as we can.

My group wanted to play against the Chairman in Rook City right when we got the expansion. I was like, oooookay, but they wiped the floor with him. Legacy, Expatriette, Fixer, Haka, and Fanatic just dealt damage. We didn’t need any tricks. (Though Dr. Tremata was the first environment card, and Legacy took reduced damage to keep her alive for a few more rounds. That was really good.) Mayhaps we should have played advanced, but visions of the many games I’ve played against the Chairman were dancing in my head. Most of them were with three players, in retrospect.