The Nightmare Walker (Forum Game)

Mistakes happen, no big deal! (I don't know if I've ever gotten through one of these forum games without a serious mistake along the way.) Just give us a corrected turn, and let's move on.

Gloomweaver isn't going to do anything. When it comes to my turn, I'll be drawing two cards.

Thanks for the update! So, just the Crimson Pin out there. Bunker and Wraith could combine to kill it, but the alternative of drawing two cards also seems strong (especially if it helps Bunker get to something that can hit Gloomweaver).

GI Bunker

HP: 25
In Play : Grenade Launcher
Hand: Adhesive Foam Grenade x2, Ammo Drop, Auxiliary Power Source


Start

Play: n/a
Power: Grenade Launcher - 2 proj to Crimson Pin [3]
Draw: Upgrade Mode

End

HP: 25
Hand: Adhesive Foam Grenade x2, Ammo Drop, Auxiliary Power Source, Upgrade Mode

In Play: Grenade Launcher

Trash:

Top of Deck: ?
Bottom of Deck: ?

Additional Effects:

Wraith

 

Hand: Smoke Bombs x1, Stun Bolt x1, Utility Belt x1, Combat Stance x1

In Play: Micro Targeting Computer, Throwing Knives

--------------------------------------------------------------------------
Start

HP: 24

Play: n/a

Power: Stealth - Nex damage I take is reduced by 2

Draw: Impromptu Invention

End

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

HP: 24
Hand: Smoke Bombs x1, Stun Bolt x1, Utility Belt x1, Combat Stance x1, Impromptu Invention x1

In Play: Micro Targeting Computer, Throwing Knives

Trash: Impromptu Invention

Top of Deck: ?
Bottom of Deck: ?

Additional Effects: Projectile Damage Dealt at +2, Reduce next damage taken by The Wraith by 2

Lord Flash Fire, it’s really helpful if you can give a more complete summary at the beginning of each round, listing all targets (including hero targets) and their current HP. (Maybe even the cards that are in play.) I don’t think there’s a need for this turn, in my experience but it really helps keep everyone on the same page.

Nightmist

HP: 22
Hand: Oblivion {1}, Enlightenment {2}
In play:
Trash: Planar Banishment {3}, Mist-Fueled Recovery {4}, Mistbound {1}

[hr]
Start of turn: Nothing
Play a card: Pass
Use a power: Pass
Draw cards: Elder Ring {1}, Mist Form{3}
End of turn: Take 2 irreducible Toxic damage from the Indigo Pin.

[hr]
HP: 20
Hand: Oblivion {1}, Enlightenment {2}, Elder Ring {1}, Mist Form{3}
In play:
Trash: Planar Banishment {3}, Mist-Fueled Recovery {4}, Mistbound {1}
Additional effects: None

Golem Unity

(25 Hp)

Hand: Modular Workbench, Inspired Repair, Hasty Augmentation,

In Play: Volatile Parts, Stealh Bot (5)

Start of turn: Nothing

Play: Pass

Power: Pass

Draw: Flash Forge, Robot Reclamation

End of turn: Nothing

Hand: Modular Workbench, Inspired Repair, Hasty Augmentation. Flash Forge, Robot Reclamation

Unity (21), Stealth Bot (5)

So it's back to the environment turn?

I know, I know, I'm getting there. My friend is using, of all things, Atlantis in a campaign of his with his friends. They never finish. But I'll be getting it back  (until tomorrow, then itll be gone probably until Thursday) by tonight.

EDIT: Goddamnit, time flies too fast. I'll be done with the turns tonight, as the campaign finished a week ago, but I forgot aboutit  until I saw a post.

 

Thanks for the update! It helps to hear what's going on.

Any updates on this?

Sorry. I should be posting a lot more now. Much more time. Anyway,

Ruins of Atlantis

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

Start of turn: Leaking Room is destroyed (cheers)

Play a card: Hallway Collapse-Everyone takes 3 damage except Gloomy. Unless someone wants to use Stealth Bot...

End of turn: Hallway Collapse is destroyed

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

Gloomweaver is immune to Melee and Projectie damage

So I guess that kills the Pin, which is awesome. If we redirect damage to Stealth Bot, then the bot dies now; I feel like it's probably worth holding off for that?

I agree no dire need to sack the Stealth Bot

I think so, I'd rather keep her around for the time being.

Sounds like we're ready for the Villain turn, then.