Challenge Accepted 2: A long dangerous useless trip

Do recall that digging up a Clue will bring out another villain card play. It might still be worth it, though.

Actually, Chrono-Ranger can't play "Dead or Alive". It needs to go next to a non-hero target, and there aren't any yet. No other Bounties can be played, either, so don't Timeshift him...

I'm planning to Extract Miss Info's deck to try to dig for more clues. Any objections?

Timeshift can dump the card in the trash if it isn't a clue.  So that isn't a problem.

No objection here.  I'll admit that I had forgotten that you had that power.  I've never seen it used before.

Visionary

HP: 26

Hand: Wrest the Mind, Demoralization, Mental Divergence

In play:

Trash: Mind Spike


Play a card: none

Use a power: Enlighten the Sentinels - draw 2 card and discard 1

Draw a card: Prophetic Vision


HP: 26

 

Hand: Wrest the Mind, Demoralization, Mental Divergence, Prophetic Vision

In play:

Trash: Mind Spike

 

 

Who wants the card draw?

If I had targets I'd say me but my turn will be drawing two cards since I can't play the bounty in hand.   

I'm happy to take the card draw, since my hand is empty now.

 

Done

I certainly don't need it.

 

The information found on the Freedom Five communication channels was becoming more and more contradictory.  Omnitron-X archived his most recent weaponry project in order to devote more processing cycles towards solving this mystery.  Temporal investigation of the information feeds might provide some clues...

 

Omnitron-X

HP: 25

Hand: Ablative Coating, Reactive Plating Subroutine, & Electro-Deployment Unit

In play: ---

Trash: Technological Advancement

--------------------------------

Start of Turn: ---

Play a card: Ablative Coating

Use a power: Timeshift Miss Information.  Trash anything that isn't a clue.

Draw a card: Defensive Blast

End of Turn: ---

----------------------------------

HP: 25

Hand: Reactive Plating Subroutine, Electro-Deployment Unit, Defensive Blast

In play: Ablative Coating

Trash: Technological Advancement

Effects: 2 DR for Melee, Projectile, and Toxic Damage (Ablative Coating)

On Visionary's turn, draw Sentinel Tactics (keep) and Blackout (discard).

The Sentinels

HP: Dr Medico - 13, Mainstay - 14, Writhe - 14, Idealist - 11
Play: -
Hand: Sentinel Tactics
Trash: Blackout, Coordinated Assault, Positive Energy (2x), Unique Capabilities

--------------------------------------------------------------

Start: -
Play: -
Power: Extract on Miss Information; any clue goes on top; anything else goes into the trash
Draw: Horrifying Dichotomy
End: -

--------------------------------------------------------------

HP: Dr Medico - 13, Mainstay - 14, Writhe - 14, Idealist - 11
Play: -
Hand: Horrifying Dichotomy, Sentinel Tactics
Trash: Blackout, Coordinated Assault, Positive Energy (2x), Unique Capabilities

Chrono Ranger
 
HP: 28
In Play : nothing
Hand: "Dead or Alive"
 
--------------------------------------------------------------------------
Start
 
Play: Skip
Power: Skip
Draw: Hunter and Hunted, Sudden Contract
 
End
--------------------------------------------------------------------------
HP: 28
Hand: ""Dead or Alive", Hunter and Hunted, Sudden Contract
 
In Play: nothing
 
Trash: Just Doin' My Job", Bounty Board, Eye on the Prize
 
Top of Deck: ?
Bottom of Deck: ?
 
Additional Effects:  none

You revealed Suspicious Malfunction a clue do you wish to put it in play? It will cause another played card.

Effects: -At the start of the villain turn, each player may destroy anyof their equipment cards. Then each hero target deals itself 5-X lightning damage where x equals the number of equipment cards destroyed this turn.

I will resolve Writhes power after having this one answered as the extra played card will not yet have been influenced by extract.

Yes.  Play it.

Omnitron-X's leg servos suddenly buckle.  "ERROR.  LOWER LIMB MALFUNCTION.  FIGHTING CAPACITY: 80%.  INVESTIGATING POSSIBLE CAUSES OF ERROR."  This malfunction was unlikely to be coincidental.  Omnitron began calculating what might have caused it.

 

Also, when it comes time to destroy cards on Miss Information's turn, destroy my Coating first, as that will reduce the amount of damage that Suspicious Malfunction does.

Oh you created a big chain of event... Good news Miss Information will flip this turn. Bad news I need some sleep before working my night shift so I'm leaving you on a cliffhanger.

Ah! You're killing us.

(Presumably the turns of The Sentinels and Chrono-Ranger will be redone.)

Yeah, if she was going to flip, I might change my play.

Unless we have targets in play it won't change my turn.   She won't flip until her turn.  

 

In the Sentinels case, this statment could be taken very literally

Let's break this down I will put the card plays here and I'll list the effect after giving my system some much needed sleep.

So Omnitron put Suspicious Malfunction (Clue) in play with his power.

Miss Information then played Isolated Hero (Clue) on one of the Sentinels (hard to top their card number even without anything in play)

Miss Information then played Insider Knowledge (clue)

Miss Information then played Misplaced Memo (clue)

Miss Information then played Insider Knowledge (clue) Again

Miss Information then played Diversionary Tactics wich in turn revealed a Missing Ressources, What Doesn't Kill You x2, "Cat" Stuck in a Tree (Diversion) and "Diplomatic" Envoy (Diversion) putting the two diversion in play before discarding the others and shuffling the trash in the deck.

Miss Information then played What Doesn't Kill You... (clue)

Miss Information then played Concealed Betrayal (clue)

Miss Information then played Missing Ressources

Meaning a hero will have to reveal the top of his deck again and heroes turn might definitively change...

Here's the recap

Villain Cards in Play: "Threat" to the President (Diversion), What doesn't kill you (A) (Clue), "Explosion" in the lab (Diversion), Suspicious Malfunction (Clue), Isolated Hero (Clue), Insider Knowledge (A) (clue), Misplaced Memo (clue), Insider Knowledge (B) (clue), "Cat" Stuck in a Tree (Diversion), "Diplomatic" Envoy (Diversion), What doesn't kill you (B) (Clue), Concealed Betrayal (clue)

# of clues in play: 9 (more than twice the number needed to flip)

# of Diversions in play: 4 (Out of a possible 5)

Villain Trash: Diversionary Tactics, Missing Ressources (Actually didn't change after all)

Miss Information cackled at her screen immediately. Not even in her wildest dream was the turning of a derelict Mars Base into a death trap this efficient and with the time travellers out of the picture well there would be no sudden appearances to save the freedom five when they would be contacted to come to the rescue. Of course that message would be too late... She prepared herself to put the heroes out of their misery in person. After all it just wouldn't be the same if she could not directly assess their anguish.

 

Hoo boy. For the Missing Resources, we probably DON'T want another One-Shot, given the various cards people have drawn. (In particular, Into the Stratosphere on a Diversion card would prevent another chain, if other people can take out some of the Clues.)

I have no idea if we will survive the villain turn, but we will find out!