Ok, I know this is delaying further, but do you guys want me to take out Imbued Fire? If I do, I will hit all non-hero targets for 1, but Anubis will hit someone.
I can take out Anubis on my turn is Imbued Fire stays in play without him hitting anyone else, so it's up to you
Tough decision, you could be getting killed ina round or two if you don't, but then you might want to save destruction for when return with the Dawn is no longer desired.
That's the thing. I'm also saving Cold Snap for when she flips back, since hitting everything every turn is not helpful right now. Out of interest, who would take the hit, and is that going to be a serious problem?
Fanatic would take the hit. Next round we will really want Return with the Dawn gone; maybe you could save Fueled Freeze until then? If you can do any damage to Anubis, I can take him out and then destroy Imbued Fire on my turn. (I can play Flame Spike for 1+1+1 damage, then Pyre for 2+1+1, then destroy Imbued Fire.) I could also just put out Flame Barrier, although that's slightly dangerous.
This turn, I am completely unable to deal damage without hurting myself which is getting dangerous, unless I Fueled Freeze. I could use Glacial Structure to get extra cards, but Anubis would hit Fanatic, or I could skip my play & power phases for an extra draw.
Don't forget that Citizen Dawn is herself a Citizen, meaning there is always 1 citizen in play.
I'm really not sure, it's a tough call, which probably means it doesn't matter so much. I'm thinking we probably want Imbued Fire out of play before the villain turn, which I think means Fanatic will take the hit from Anubis one way or another. I guess my vote is for keeping your Fueled Freeze until we want to destroy Return with the Dawn.
Alright then. Putting Glacial Structure out to be used later.
Absolute Zero
HP: 8 (eep!)
Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Glacial Structure
In Play: Isothermic Transducer, Null-Point Calibration Unit
Trash: Frost-Bound Drain
Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.
Start of hero turn:
Play a card: Glacial Structure
Use a power: None.
Draw a card: Impale
End of hero turn:
HP: 8
Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Impale
In Play: Isothermic Transducer, Null-Point Calibration Unit, Glacial Structure
Trash: Frost-Bound Drain
Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.
Ra
HP: 15
Hand: Flame Spike, Flame Barrier, Drawn to the Flame
In play: Imbued Fire
Trash: Flame Spike, The Staff of Ra, Scorched Earth, Wrathful Gaze
Additional effects: (Imbued Fire) Fire damage is increased by 1. All damage dealt by heroes is fire damage.
[hr]
Start of hero turn:
Play a card: Flame Spike. Deal Anubis 1+1(Imbued Fire)+1(Nemesis) fire damage (5).
Use a power: Pyre. Deal Anubis 2+1+1 fire damage (1). Imbued Fire. Destroy Imbued Fire. Anubis deals Fanatic 3 infernal damage (13).
Draw a card: Solar Flare
End of hero turn:
[hr]
HP: 15
Hand: Flame Barrier, Drawn to the Flame, Solar Flare
In play:
Trash: Flame Spike, The Staff of Ra, Scorched Earth, Wrathful Gaze, Flame Spike, Imbued Fire
Additional effects:
The Scholar
HP: 15
Hand: Get Out of the Way, Transmutive Recovery, Offensive Transmutation, Truth Seeker, Mortal Form to Energy
In Play: Mortal Form to Energy
Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recovery
Additional effects:
__________________________________________________________________________________________________
Start of hero turn: Discard Truth Seeker for Mortal Form
Play a card: Transmutive Recovery - Regain 2 HP (17), deal 2 Energy damage to Citizen Anvil (4). Draw Bring Waht You Need and Mortal Form
Use a power: Better Living - Scholar gains 1 HP (18) and deals 1 Energy damage to Anubis (dead)
Draw a card: Know When to Turn Loose
End of hero turn:
__________________________________________________________________________________________________
HP: 18
Hand: Get Out of the Way, Offensive Transmutation, Mortal Form to Energyx2, Bring What You Need, Know When to Turn Loose
In Play: Mortal Form to Energy
Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recoveryx2, Truth Seeker
Additional effects:
(Sorry on the lateness of this--my wifi was down all day unexpectedly."
"We've got to get this under control! Where's my RPG Launcher when I need it?"
Expatriette
HP: 14
Hand: Flak Jacket, Quick Draw (x2);
In play: Assault Rifle; Hairtrigger Reflexes
Trash: Reload, Assault Rifle; Flak Jacket
Additional effects:
__________________________________________________________________________________________________
Start of hero turn:
Play a card: Flak Jacket
Use a power: Assault Rifle: deals net 1 projectile damage to Citizen Anvil [3]; Citizen Spring [4] and Citizen Hammer [2]
Draw a card: Arsenal Access
End of hero turn:
__________________________________________________________________________________________________
HP: 14
Hand: Quick Draw (x2); Arsenal Access
In Play: Assault Rifle; Flak Jacket; Hairtrigger Reflexes
Trash: Assault Rifle; Reload; Flak Jacket
Additional effects: The next time Expatriette would take 3+ damage, negate the damage and destroy Flak Jacket. When a non-hero target enters play, Expatriette deals 1 projectile damage to that target.
Hammer was already dead, but there's no other valid targets unless Expat wants to shoot a hero.
The Spectre of Anubis had vanished, and the Heroes continued towards the location of the Rod. Staying ahead of Dawn was taking its toll, but they had to reach the Rod of Anubis first. "Look out for the holes!" Ra suddenly yelled, pointing at the floor. They navigated carefully through through the trap, careful not to cross over any openings on the floor.
THE TOMB OF ANUBIS
In Play: Cast into the Underworld
Trash: The Challege of Fire, Judgement of Anubis, Anubis
-------------------------
Start of Turn: less than 5 environment targets in play(0), Cast into the Underworld is not destroyed.
Play a Card: Spike Trap
End of Turn: A player may destroy 1 Equipment card to destroy Spike Trap
-------------------------
In Play: Cast into the Underworld, Spike Trap
Trash: The Challenge of Fire, Judgement of Anubis, Anubis
Effects:
Start: If there are 5 or more environment cards in play destroy Cast into the Underworld. Deal the Target with the Lowest HP 3 Melee damage.
Static: Increase damage dealt by environment targets by 1.
Need Resolution: 1 player may destroy one of their Equipment cards.
That Spike Trap is certainly going to be taking out Citizens. The question is whether we need it gone to help Dawn flip back at the start of her next turn. I vote for leaving it, then taking it out if we need to leave it around (eg, with Consecrated Ground).
I'm happy to Consecrate it, not having much else to do on my turn.
The light had grown brighter, it was nearly blinding, and Dawn was a dark figure in the midst of it. The light felt cold now somehow, and more citizens were joining her.
"YOU WILL NOT LEAVE THIS PLACE ALIVE!" Dawn's voice was piercing, and it was having the desired effect, Ra swallowed hard, his hands trembling; and tried to move clear of the Spike Trap faster. "Your a sun god, can you do that?" Ryan asked. He received no answer, things were not looking good.
ROUND FIVE
Citizen Dawn
HP: 38
In Play: Return with the Dawn, Citizen Anvil [3], Citizen Spring [4]
Trash: Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Hammer, Citizen Battery, Citizen Blood
-------------------------
Start of Turn: Less than 6 Citizens in play(3), Dawn does not flip.
Play a Card: Channel the Eclipse
End of Turn: Play Citizen Autumn [6], Return from the Dawn puts Citizen Winter [4] into play from the trash, Citizen Anvil puts Citizen Hammer [3] into play from the Trash, All Villain Targets regain 1hp (Spring), Dawn deals herself 2 cold damage, is immune (Eclipse), Citizen Autumn destroys all of Absolute Zero's ongoing cards (Glacial Structure), Citizen Winter deals each hero target 2 cold damage, Hammer deals each Hero Target 3 fire damage (I assume AZ will heal himself here).
underlined text are effects that directly effect the heroes.
-------------------------
HP: 39
In Play: Return with the Dawn, Citizen Anvil [4], Citizen Spring [5], Channel the Eclipse, Citizen Autumn [6], Citizen Winter [4], Citizen Hammer [3]
Trash: Citizen Summer, Citizen Sweat, Citizen Battery, Citizen Blood
Effects:
Start: If there are 6 or more Citizens in play, flip Citizen Dawn's character card (Currently 6), Play the top card of the villain deck (Eclipse)
End: Play the top card of the Villain Deck (Dawn), If Citizen Hammer is in the Villain Trash, put him into Play (Anvil), Shuffle the trash and reveal cards until a Citizen is revealed, put it into play (Return with the Dawn), Each citizen regains 1hp (Spring), Citizen Dawn deals herself 2 cold damage (Eclipse), Destroy all Ongoing cards controlled by the Hero with the lowest HP (Autumn), Deal each Hero Target 3 fire Damage, Expat negates and destroys Flak Jacket (Hammer), Deal each hero target 2 cold damage (Winter)
Static: Citizen Dawn is Immune to Damage.
Reduce damage dealt to Citizens by 1 (Anvil)
Hero Status:
Fanatic: 8
Absolute Zero: 10
Ra: 10
The Scholar: 13
Expatriette: 12
I went with AZ healing since there are now 6 citizens in play and he was getting pretty low, but if you want to do something else Theta Sigma, let me know.
All right, we're getting pretty close to the Rod now. We just have to survive Dawn a little longer. The mummy Mdjai is liable to come out and attack everyone, so don't let any Citizens get down to 2HP.
Yes, I'll heal myself this time.
Fanatic
HP: 8
Hand: Smite the Transgressor x2, Zealous Offense, Consecrated Ground, Holy Nova
In play: "Absolution"
Trash: Sanctifying Strike, "Absolution", Prayer of Desperation, Chastise, Brutal Censure
Additional effects:
-----------------------------
Start of hero turn:
Play a card: Consecrated Ground; destroy the Spike Trap, damage is useless.
Use a power: Absolution: Net two fire damage to Autumn [4].
Draw a card: Final Dive
End of hero turn:
-----------------------------
HP: 8
Hand: Smite the Transgressor x2, Zealous Offense, Holy Nova, Final Dive
In play: "Absolution"
Trash: Sanctifying Strike, "Absolution", Prayer of Desperation, Chastise, Brutal Censure, Consecrated Ground
Additional effects:
Absolute Zero
HP: 10
Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Impale
In Play: Isothermic Transducer, Null-Point Calibration Unit
Trash: Frost-Bound Drain, Glacial Structure
Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.
Start of hero turn:
Play a card: Modular Realignment. No equipment in the trash. Absolute Zero deals himself 1 fire damage, and 1 cold damage, dealing 1 cold to Spring [4], and taking net 0 damage.
Use a power: Thermodynamics. Absolute Zero deal himself 1 cold damage, healing 1 [11]
Draw a card: Onboard Module Installation
End of hero turn:
HP: 11
Hand: Frost-Bound Drain, Cold Snap, Fueled Freeze, Impale, Onboard Module Installation
In Play: Isothermic Transducer, Null-Point Calibration Unit
Trash: Frost-Bound Drain, Glacial Structure, Modular Realignment
Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.