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Author Topic: Sentinels of the Multiverse Game 11  (Read 2325 times)

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #60 on: June 26, 2017, 08:46:21 PM »
Into hand and not into play?

Do you wish to use a power?
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #61 on: June 26, 2017, 09:02:13 PM »
Into hand and not into play?

Do you wish to use a power?

Into hand for the moment. I know it sounds odd but I don't want to run the chance of the Environment tossing out something that will get rid of equipment cards. Also it's not strong enough yet to take out Carbon this round without the other pistol being out too.  I had hoped that I'd get "Prejudice" instead and been able to pull up "Pride", put them both into play, and actually done some real damage.  Didn't happen unhappily.  No power either.


Just checked the Environments cards and noticed nothing that would destroy equipment cards so let's just put it into play, targeting a Clone this round, use the power, draw one, and end turn.
« Last Edit: June 26, 2017, 09:23:26 PM by Deaths Jester »
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #62 on: June 26, 2017, 10:43:34 PM »


Start: None

Play: Sleight of Hand: One-Shot--One player must put a card from hand on the top of their deck. Ermine deals each Hero target 1 projectile damage.

Alright, who wants to put a card back on top of their deck.  I can, but all my cards are useful and since I'm conjuring, I'll be losing it after.  I will if no one else wants to though.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #63 on: June 26, 2017, 10:45:54 PM »
Oh, I forgot Expat's draw.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #64 on: June 26, 2017, 11:34:53 PM »
Might be a perfect time to put that second computer on the top of your deck, GG. By doing that, it should protect whatever is underneath it when Ermine ends her turn and makes us dump our top card. Just a thought...
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Offline Glitch Girl

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Re: Sentinels of the Multiverse Game 11
« Reply #65 on: June 27, 2017, 01:48:52 PM »
Computer #2 goes back to the top of my deck.

BTW: For my turn, I want to play Computer #1, activate stealth, and draw.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #66 on: June 27, 2017, 10:44:29 PM »
Continuing Ermine's turn.

End: Ermine discards Tantrum: 5 hp, Nemesis(Sky-Scraper)--At the end of Ermine's turn, destroy 1 Environment card. Then, if Sky-Scraper is active in this game and there are no Environment cards in play, this card deals each Hero target 2 melee damage.

Ermine then deals Argent 2 damage.

Ermine then discards the tops cards of every deck.  As there are 9 different decks involved, I will only list them if asked.

It is now Wraith's turn.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #67 on: June 27, 2017, 10:47:37 PM »
Wraith draws
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #68 on: June 27, 2017, 11:01:17 PM »
It is now Miss Information's turn.




Start: None

Play: Deja Vu: One-Shot--Each Hero target deals itself 1 psychic damage. Move 1 Ongoing card from Miss Information's trash into play. Move 1 Ongoing card from 1 Hero trash into play.

A World Improved comes back into play!  There are no Hero Ongoings in the trash.  All the heroes hurt themselves except Wraith who somehow hides from herself.

The top card from every Hero deck is moved to the bottom.

It is now Argent Adepts turn.








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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #69 on: June 27, 2017, 11:14:32 PM »


Start: Nothing

Play: Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.

I summon up Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.

Power: Conduct.  Arcane Cadence: One-Shot--Reveal the top 5 cards of your deck. Put 1 of them in your hand, 1 on the top of your deck, 1 on the bottom of your deck, 1 in your trash, and play 1.

My draw is
Spoiler (click to show/hide)

I will put Inspiring on the bottom, Polyphoric in the trash, Saranbande in my hand, Counterpoint on top of my deck, and Inventive into play.  I activate the Accompany of Inventive Preparation.  I think either Expat or Wraith should get the play so they can blow up World Improved again.  Any preference?

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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #70 on: June 27, 2017, 11:41:35 PM »
How badly do we want to weaken the clones ahead of time? If we want to have them pretty weak then haviog me use an RPG and having the damage hit two seperate clones is the best way.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #71 on: June 27, 2017, 11:47:27 PM »
How badly do we want to weaken the clones ahead of time? If we want to have them pretty weak then haviog me use an RPG and having the damage hit two seperate clones is the best way.

It would be good to weaken then.  I also wouldn't mind chipping away at Carbon Adept.  I really need him out of the way so I can start deploying songs.  The one I just played is disposable, but I need the others.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #72 on: June 27, 2017, 11:59:17 PM »
Another idea with the RPG would be to damage Carbon and Reep to help him build up strength on cold attacks. The one problem is Biomancer will heal Carbon before we have time to knock him out just yet.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #73 on: June 28, 2017, 12:04:46 AM »
Hitting him with fire now before he actually has anything that can use that in play is sort of pointless.  He does the potential to deal 1 or 2 points of damage to Carbon himself which will help mitigate the healing.  And the envirnment does have some things that would also damage him.  If you had hit it with your gun, we actually be able to kill him on AZ's turn for sure, but we didn't know that song would come up from my power.  Argent lets people do lots of extra things, so it's hard to predict.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #74 on: June 28, 2017, 12:10:46 AM »
Okay, so I'll use RPG then. One question before damage: does the damage done by RPG HAVE to be two seperate targets or could the one target getting both damage hits? We know one hit will be Carbon...
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Offline Glitch Girl

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Re: Sentinels of the Multiverse Game 11
« Reply #75 on: June 28, 2017, 12:41:03 AM »
Quote
A World Improved comes back into play!  There are no Hero Ongoings in the trash.  All the heroes hurt themselves except Wraith who somehow hides from herself.

It's called "Deep Denial".  :D

DJ I'll let it be your call on Inventive. 
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #76 on: June 28, 2017, 12:52:31 AM »
Okay, so I'll use RPG then. One question before damage: does the damage done by RPG HAVE to be two seperate targets or could the one target getting both damage hits? We know one hit will be Carbon...

You can deal 2 damage to a number of different targets between 0 and 2.  So no, you can't hit the same one twice.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #77 on: June 28, 2017, 01:01:54 AM »
Alright so the targets for the damage will be Carbon and a clone.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #78 on: June 28, 2017, 02:11:24 AM »
Alright then.  I draw my card.

It is now the Temple's turn.



Start: None

Play: Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.

It kills the Carbon Adept.  Woot!

End: Nothing

It is now Proletariat's turn.



Start: Proletariat takes 4 Psychic damage.

Play: Overwhelm the Mighty: One-Shot--Each Proletariat deals the Hero target with the highest HP 1 irreducible melee damage.

The Proletariats deals 1 damage each to Wraith, AZ, then again to both, then to Expat.

End.  The Proletariats do more smacking around.  Wraith, AZ, and Expat take 2 more each.  That puts everyone at 19 each.  2 more need to take damage.  I'll take 2, since I'm about to start kicking up large amounts of self healing.  Who else?
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #79 on: June 28, 2017, 02:14:59 AM »
Oops.  I just realized that thanks to the Wraith's computer, the Shinobi cannot kill Carbon.  AZ can finish him off, though.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #80 on: June 28, 2017, 03:15:37 AM »
I'll take the other.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #81 on: June 28, 2017, 03:24:44 AM »
That makes it Absolute Zero's turn.

Villain Ongoing Effects
Whenever Proletariat would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.(Proletariat)
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.(Biomancer)
At the start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
If Mr. Fascimile is dealt exactly 1 damage, redirect it to the Hero target with the highest HP.(Biomancer--Mr. Fascimile)
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.(Ermine)
At the End of Ermine's turn discard the top card of ever deck.(Ermine--Constant Prattle)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)
If damage would reduce a target to 0 or fewer hp, prevent that damage and destroy Unshackled Destiny.(Miss Information--Unshackled Destiny)


Hero Ongoing Effects

Environment Ongoing Effects


Side: The Every Man
HP: 14/20

Spoiler (click to show/hide)

Deck: 14
Trash: 2

In Play:

-Proletariate--Clone, HP: 2/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler (click to show/hide)



HP: 19/29

Available Powers:
Thermodynamics: Absolute Zero deals himself 1 Fire Damage or 1 Cold Damage.

Deck: 33
Hand: 6
Spoiler (click to show/hide)

Trash: 1
In Play: 0



Side: Flesh Moulder
HP: 18/18

Spoiler (click to show/hide)

Deck: 16
Trash: 2

In Play: 2
-The Carbon Adept--Fleshchild, HP: 1/5
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7


Spoiler (click to show/hide)



HP: 17/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.

Deck: 33
Hand: 4
Spoiler (click to show/hide)
Trash: 2
In Play: 1
-"Pride"--Equipment, Gun

Spoiler (click to show/hide)



Side: Con Artist Extraordinaire
HP: 25/25

Spoiler (click to show/hide)

Deck: 16
Trash: 3

In Play: 1
-Constant Prattle--Ongoing


Spoiler (click to show/hide)



HP: 19/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 33
Hand: 3
Spoiler (click to show/hide)
Trash: 3
In Play: 1
-Mega Computer--Equipment

Spoiler (click to show/hide)


Side: Reality Rewriter
HP: 23/23

Spoiler (click to show/hide)

Deck: 16
Trash: 3

In Play: 1
-Unshackled Destiny--Ongoing

Spoiler (click to show/hide)



HP: 17/24

Available Powers
Conduct: Put the bottom card of your deck into play. You may activate an Accompany text.

Deck: 35
Hand: 4
Spoiler (click to show/hide)
Trash: 2
In Play: 1
-Musaragni's Harp--Equipment, Instrument

Spoiler (click to show/hide)



Deck: 14
Trash: 1
In Play: 1
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler (click to show/hide)
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #82 on: June 28, 2017, 04:49:26 AM »
I should only have one RPG in my hand, other was used.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #83 on: June 28, 2017, 09:55:49 AM »
I should only have one RPG in my hand, other was used.

Yeah, I forgot to update that. I'll fix it by your turn though.
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #84 on: June 28, 2017, 11:27:19 AM »
I'll play Isothermic Transducer and then burn myself in order to freeze Carbon to death.

Science.

Edit: wait, with unshackled destiny, won't me attack be prevented?
« Last Edit: June 28, 2017, 11:43:56 AM by Reepicheep »

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #85 on: June 28, 2017, 09:38:28 PM »
I'll play Isothermic Transducer and then burn myself in order to freeze Carbon to death.

Science.

Edit: wait, with unshackled destiny, won't me attack be prevented?

You are correct.  I noticed it early today myself.  I think it's still worth doing.  We'll be able to kill it by next round and at least Destiny will be gone.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #86 on: June 28, 2017, 09:52:27 PM »
I'll be able to kill it on my turn because I think I used my power last turn to increase my damage till the end of my upcoming turn..if so, then I'll be able to kill it.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #87 on: June 28, 2017, 11:54:49 PM »
I'll be able to kill it on my turn because I think I used my power last turn to increase my damage till the end of my upcoming turn..if so, then I'll be able to kill it.

You shot a clone with your gun instead.  You will, however, be able to reduce it to hp.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #88 on: June 29, 2017, 04:30:25 AM »
On my turn: shoot Carbon with pistol, draw, end.
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #89 on: June 29, 2017, 07:54:18 AM »
Since taking out Isothermic Inducer is a good idea anyway, I'll stick with my described turn. In the very least, it'll get rid of Unshackled Destiny.