Yeah this might just have to be a fast flip and weather the storm game. Too many annoying citizens in the start group
Absolute Zero
HP: 20
Hand: Isothermic Transducer, Modular Realignment, Onboard Module Installation
In Play:
Trash: Modular Realignment
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Start of Turn:
Play a Card: Onboard Module Installation (Draw Impale, fish for Null-Point Calibration Unit, play Isothermic Transducer
Use a Power: Thermodynamics; deal 1 cold to myself, heal 1
Draw a Card: Frost-Bound Drain
End of Turn:
-------------------------------------------------------
HP: 21
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Frost-Bound Drain
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation
Effects:
The Argent Adept
HP: 13
Hand: Cedistic Dissonant, Inspiring Supertonic, Sarabande of Destruction, Instrumental Conjuration
In play: Syncopated Onslaught
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
[hr]
Start of hero turn: Syncopated Onslaught expires.
Play a card: Inspiring Supertonic
Use a power: Vocalize, activate the Perform of Inspiring Supertonic. Expatriette may use a power.
Draw a card: Vernal Sonata
End of hero turn:
[hr]
HP: 13
Hand: Cedistic Dissonant, Sarabande of Destruction, Instrumental Conjuration, Vernal Sonata
In play: Syncopated Onslaught, Inspiring Supertonic
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
Additional effects: Expatriette may use a power.
Can we take out Truth and let the Block Guard hit Blood to nullify his damage without killing just yet? (assuming we don't pull one of the low-hp inmates)
Expat unloads the Tactical Shotgun into Truth's face on AA's turn (4)
Expatriette
HP: 23
Hand: Quick Draw, Assault Rifle, Incendiary Rounds
In Play: Tactical Shotgun
Trash: Speed Loading
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Start of Turn:
Play a Card: Incendiary Rounds next to Tactical Shotgun
Use a Power: Tactical Shotgun, 4 net fire damage to Truth (dead)
Draw a Card: Liquid Nitrogen Rounds
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Quick Draw, Assault Rifle, Liquid Nitrogen Round
In Play: Tactical Shotgun
Trash: Speed Loading, Incendiary Rounds
Effects:
(If there are major objections to this turn, let me know--I'm inclined to hold off on Dawn's flip for as long as possible while we hammer on her. However, if consensus is that we flip her early, I will amend my turn to reflect that.)
Redeemer Fanatic
HP: 22
Hand: Smite the Transgressor, Final Dive, Chastise, End of Days
In Play:
Trash: Undaunted, Final Dive
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Start of Turn:
Play a Card: Chastise: Citizen Blood repents his sins.
Use a Power: Redeem: I regain 1 hp and draw Divine Focus
Draw a Card: Brutal Censure
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Smite the Transgressor, End of Days, Final Dive, Divine Focus, Brutal Censure
In Play: Chastise (Citizen Blood)
Trash: Undaunted, Final Dive
Effects: Citizen Blood cannot be damaged, nor can he damage anyone else.
The only hesitation is that Citizen Blood is due to be hit by the guard anyway, so wouldn't be dealing damage this turn (barring a low-HP inmate coming out, I guess). In that case, you might want to save your chastise. But I'm for delaying the flip a little.
Good point--I think I'll leave my turn as it is, just to play on the safe side, as a Time-Crazed Prisoner could really screw things up.
The Scholar
HP: 23
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way!, Know When to Hold Fast
In Play:
Trash: Flesh to Iron
Effects:
------------------------------------------
Start of Turn:
Play a Card: Know When to Hold Fast
- Draw Get out of the way!, Know When to Hold Fast, Alchemical Redirection, Mortal Form to Energy, Truth Seeker
- End turn immediately
Use a Power: Skip
Draw a Card: Skip
End of Turn: Skip
-------------------------------------------------------
HP: 23
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way! (2), Know When to Hold Fast, Alchemical Redirection, Mortal Form to Energy, Truth Seeker
In Play:
Trash: Flesh to Iron, Know When to Hold Fast
Effects:
The Block
In Play: Block Guard - 7
Trash:
--------------------------------------------------------------
Start:
Play: Time-Crazed Prisoner enters play.
End: Block Guard deals 3 lightning damage to Prisoner [1].
--------------------------------------------------------------
In Play: Block Guard - 7, Time-Crazed Prisoner - 1
Trash:
Effects: ET: Block Guard deals the non-agent target with the lowest HP 3 lightning damage. Targets dealt damage this way cannot deal damage until the start of the environment turn.
Round Two
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Blood - 5
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth [4]
--------------------------------------------------------
Start of Turn:
Play a Card: Healing Light.
End of Turn: Dawn deals The Scholar (I assume) 4 energy damage [19].
Blood begs the great god Osiris for forgiveness.
-------------------------------------------------------
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Blood - 5
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]
Effects: ST: 5 or more citizens in the trash? Flip Dawn.
ET: Dawn deals the hero target with the highest HP 3 energy damage.
ET: Each citizen regains 1HP.
ET: Blood deals the hero target with the lowest HP 1 melee damage.
Increase damage dealt by citizens by 1.
Hero HP: AZ - 21, AA - 13, Expat - 23 Fanatic - 21, Scholar - 19
Absolute Zero
HP: 21
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Frost-Bound Drain
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation
------------------------------------------
Start of Turn:
Play a Card: Frost-Bound Drain (3 Cold to Dawn; 77), 3 Fire to me (18), Transduce that back to Dawn (74)
Use a Power: Thermodynamics; deal 1 cold to myself, heal 1 (19)
Draw a Card: Focused Apertures
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Focused Apertures
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain
Effects: Cold heals, Fire damage deals Cold damage to 1 target
The Argent Adept
HP: 13
Hand: Cedistic Dissonant, Sarabande of Destruction, Instrumental Conjuration, Vernal Sonata
In play: Syncopated Onslaught, Inspiring Supertonic
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
[hr]
Start of hero turn:
Play a card: Instrumental Conjuration. Search deck for Musaragni’s Harp and put it into play. Shuffle the deck. Draw Akpunku’s Drum.
Use a power: Musaragni’s Harp. Perform of Inspiring Supertonic: I use Vocalize on Perform of Syncopated Onslaught; AZ and Expatriette deal +1 damage until my turn. Accompany of Inspiring Supertonic: AA regains 2hp (15).
Draw a card: Cedistic Dissonant
End of hero turn:
[hr]
HP: 15
Hand: Cedistic Dissonant (x2), Sarabande of Destruction, Vernal Sonata, Akpunku’s Drum
In play: Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration
Additional effects: Absolute Zero and Expatriette deal +1 damage until the start of my turn.
Actually, give the damage boost to Expatriette. She’s likely to deal more damage than me this turn.
"Gee, Mom, I guess you haven't found the right powers yet to stop a shotgun blast..."
Expatriette
HP: 23
Hand: Quick Draw, Assault Rifle, Liquid Nitrogen Round
In Play: Tactical Shotgun
Trash: Speed Loading, Incendiary Rounds
------------------------------------------
Start of Turn:
Play a Card: Assault Rife
Use a Power: Tactical Shotgun, 6 net projectile damage to Mama Cohen (68)
Draw a Card: Flak Jacket
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Quick Draw, Flak Jacket, Liquid Nitrogen Round
In Play: Tactical Shotgun, Assault Rifle
Trash: Speed Loading, Incendiary Rounds
Effects: Expat does +1 damage until the start of Argent Adept's next turn
Edited to give boost to Expatriette as suggested.
(I'm picking up a ton of cards this turn, so I'm tempted to throw down Divine Focus next round, provided that Dawn doesn't destroy all of our stuff. That +1 would be great next round if this is doable.)
(Also, my hit point total is off in the last villain summary--it wasn't reflecting me regaining hp due to Redeem. My hit points, as listed below, are correct)
Redeemer Fanatic
HP: 23
Hand: Smite the Transgressor, Final Dive, End of Days, Divine Focus, Brutal Censure
In Play: Chastise
Trash: Undaunted, Final Dive
------------------------------------------
Start of Turn: I take 2 damage [21] to keep Citizen Blood on his knees.
Play a Card: Brutal Censure: deals net 2 radiant damage to Dawn [66], I draw Embolden
Use a Power: Redeem: I regain 1 hp [22] and draw Smite the Transgressor
Draw a Card: Sacrosanct Martyr
End of Turn:
-------------------------------------------------------
HP: 22
Hand: Smite the Transgressor (x2), End of Days, Final Dive, Divine Focus, Embolden, Sacrosanct Martyr
In Play: Chastise (Citizen Blood)
Trash: Undaunted, Final Dive; Brutal Censure
Effects: Citizen Blood cannot be damaged, nor can he damage anyone else.
The Scholar
HP: 19
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way! (2), Know When to Hold Fast, Alchemical Redirection, Mortal Form to Energy, Truth Seeker
In Play:
Trash: Flesh to Iron, Know When to Hold Fast
Effects:
------------------------------------------
Start of Turn:
Play a Card: Know When to Hold Fast
- Draw Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2), Expect the Worst
- End turn immediately
Use a Power: Skip
Draw a Card: Skip
End of Turn: Skip
-------------------------------------------------------
HP: 19
Hand: Keep Moving, Solid to Liquid, Expect the Worst (2), Get out of the way! (2), Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2)
In Play:
Trash: Flesh to Iron, Know When to Hold Fast (2)
Effects:
That should be enough fuel to last awhile.
Fanatic, I'll be happy to send the Syncopated Onslaught your way next round.
Nitpick: When you're instructed to "immediately end your turn" rather than "skip the rest of your turn", your EoT phase does still happen.