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BattleCON: Devastation of Indines» Forums » Play By Forum

Subject: Gerard (arlaton) vs Clive (sphexish) rss

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Zane Heinous
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Here we go. Daddy Warbucks against Astro Boy! I'll have my discards ready sometime today and we'll get rolling.
 
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Zane Heinous
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Starting Discards and Finisher:

Spoiler (click to reveal)
Discard 1: Upgradeable Wrench
Discard 2: Burnout Dash

Finisher: System Reset
 
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Stephen Stoll
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Sounds good. Time to beat up a kid.

Spoiler (click to reveal)


Discard 1: Villainous Burst
Discard 2: Avaricious Larceny
Finisher: Ultra Beatdown

 
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Stephen Stoll
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I got my attack pair and ante for the first beat whenever you're ready.

Attack
Spoiler (click to reveal)


Gilded Shot
Range: 1~5
Power: 3
Priority: -1

Gold < Mercs
Stun Guard: 6

Gold > Mercs
Soak: 2
Stun Guard 2

Before Activating: Pull opponent up to 1 space



Ante:
Spoiler (click to reveal)


I call my Bookie:
End of beat: If you hit an opponent and were not stunned during this beat, gain 1 gold token.

 
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Zane Heinous
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Attack:
Spoiler (click to reveal)

Rocket Drive

Range: 3-4
Power: 4
Priority: 5

Start of Beat: Retreat up to 1 space.
Before Activating: Advance 1 or 2 spaces.
On Hit: Move the opponent 1 or 2 spaces.


I decline to ante.
 
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Zane Heinous
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Are you handling the posts, or shall I?
 
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Stephen Stoll
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Beat 1

oGoooCo

Gerard - 20 life
Discard 1: Villainous Burst
Discard 2: Avaricious Larceny
Recovered: N/A
Finisher: Double Barreled
Gold: 3
Mercenaries: None

Clive - 20 life
Discard 1: Upgradable Wrench
Discard 2: Burnout Dash
Recovered: N/A
Finisher: System Reset
Modules: None



Gerard
Gilded Shot
Range: 1~5
Power: 3
Priority: -1

Gold < Mercs
Stun Guard: 6

Gold > Mercs
Soak: 2
Stun Guard 2

Before Activating: Pull opponent up to 1 space

Clive
Rocket Drive
Range: 3~4
Power: 4
Priority: 5

Start of Beat: Retreat up to 1 space
Before Activating: Advance 1 or 2 spaces
On Hit: Move the opponent 1 or 2 spaces


ANTE
Gerard spends 3 gold to recruit Antine the Bookie
Clive declines to install a module

REVEAL
Clive wins priority.

START OF BEAT
No start of beat effects.

ACTIVE PLAYER
Clive retreats 1 and then advances back. He then shoots Gerard with a Rocket Drive pushes him back to the wall for 4 damage.

GooooCo

REACTIVE PLAYER
Gerard stun guards the attack and retaliates with a guild shot, for 3 damage, and pulls him 1.

GoooCoo

END OF BEAT
Gerard gains 2 gold (1 normal, 1 from Bookie)




GoooCoo

Gerard - 16 life
Discard 1: Gilded Shot
Discard 2: Villainous Burst
Recovered: Avaricious Larceny
Finisher: Double Barreled
Gold: 2
Mercenaries: Bookie

Clive - 17 life
Discard 1: Rocket Drive
Discard 2: Upgradable Wrench
Recovered: Burnout Dash
Finisher: System Reset
Modules: None
 
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Zane Heinous
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I'll retreat 1 with Rocket, advance 1 with Drive, and then push Gerard 1 space to the wall.
 
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Stephen Stoll
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Sounds good. I will pull you and I'll set up the next beat.
 
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Stephen Stoll
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Beat 2

GoooCoo

Gerard - 16 life
Discard 1: Gilded Shot
Discard 2: Villainous Burst
Recovered: Avaricious Larceny
Finisher: Double Barreled
Gold: 2
Mercenaries: Bookie

Clive - 17 life
Discard 1: Rocket Drive
Discard 2: Upgradable Wrench
Recovered: Burnout Dash
Finisher: System Reset
Modules: None




Gerard
Avaricious Dash
Range: N/A
Power: N/A
Priority: 9

Start of Beat: Advance 1 space.

On Damage: Gain 2 Gold
After Activating: Move 1, 2 or 3 spaces. If you moved past an opponent during this movement that opponent cannot hit you during this beat.

Clive
Leaping Strike
Range: 1
Power: 4
Priority: 4

This attack does not hit an opponent you switched sides with this beat.
Before Activating: Advance 1, 2 or 3 spaces. This attack has +2 power if you advanced exactly 3 spaces.




ANTE
Clive installs Synapse Boost for +1 Priority
Gerard doesn't hire anyone.

REVEAL
Gerard wins priority.

START OF BEAT
No start of beat effects.

ACTIVE PLAYER
Gerard advances 1, and then 2 spaces.

oooGCoo

REACTIVE PLAYER
Clive advances 1 past Gerard, but can't hit him.

ooCGooo

END OF BEAT
Gerard gains 1 gold




ooCGooo

Gerard - 16 life
Discard 1: Avaricious Dash
Discard 2: Gilded Shot
Recovered: Villainous Burst
Finisher: Double Barreled
Gold: 3
Mercenaries: Bookie

Clive - 17 life
Discard 1: Leaping Strike
Discard 2: Rocket Drive
Recovered: Upgradable Wrench
Finisher: System Reset
Modules: Synapse Boost
 
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Stephen Stoll
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Spoiler (click to reveal)


Already got myself into a pretty bad spot, so...

Avaricious
Range: N/A
Power: N/A
Priority: 9

Start of Beat: Advance 1 space.

On Damage: Gain 2 Gold
After Activating: Move 1, 2 or 3 spaces. If you moved past an opponent during this movement that opponent cannot hit you during this beat.



You have first Ante.
 
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Zane Heinous
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Blah, unexpectedly busy yesterday. Attack's here:

Spoiler (click to reveal)
Leaping Strike

Range: 1
Power: 4
Priority: 4

Stun Guard 5

This attack does not hit an opponent you switched sides with this beat.

Before Activating: Advance 1, 2, or 3 spaces. This attack has +2 power if you advanced exactly 3 spaces.


My ante is to activate my Synapse Boost for +1 Priority.
 
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Stephen Stoll
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Its all good. Play by forum is naturally slow. If we're still going next week there is gonna be a 3 day stretch where I doubt I'll be able to do anything at all.

Anyway, I think I'm actually gonna pass my ante.

Also as a note, I forgot to actually put the base name in my attack pair, but the description should make it obvious what it is.
 
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Stephen Stoll
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I'm going to advance 1, and then advance 2 to take the center, forcing you to leap me.
 
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Zane Heinous
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I'll leap only 1 space, to stay next to you.
 
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Stephen Stoll
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Sorry for the delay. Its gonna be like that these next few days, but here's the beat 3 post

Beat 3

ooCGooo

Gerard - 16 life
Discard 1: Avaricious Dash
Discard 2: Gilded Shot
Recovered: Villainous Burst
Finisher: Double Barreled
Gold: 3
Mercenaries: Bookie

Clive - 17 life
Discard 1: Leaping Strike
Discard 2: Rocket Drive
Recovered: Upgradable Wrench
Finisher: System Reset
Modules: Synapse Boost




Gerard
Initiation Grasp
Range: 1
Power: 2
Priority: 6

Before Activating: Advance up to 1 space
On Hit: The first time you hire a Mercenary Card Next beat, it costs is reduced by 2 Gold Tokens
On Hit: Move the opponent 1 space

Clive
Upgradable Grasp
Range: 1~2
Power: 1 (2 if antes)
Priority: 7 (6 if antes)

Stun Guard 2

Before Activating: Move 1 space
On Hit: Move the opponent 1 space




ANTE
Gerard hires the Brawler for After Activating: an opponent at range 1 or 2 loses 1 life.
Clive installs Rocket Boost for Before Activating: Advance 1 space.

REVEAL
CLASH!




New Bases:

Gerard
Initiation Drive
Range: 1
Power: 3
Priority: 5

Before Activating: Advance 1 or 2 spaces
Before Activating: Advance up to 1 space
On Hit: The first time you hire a Mercenary Card Next beat, it costs is reduced by 2 Gold Tokens

Clive
Range: 1~3
Power: -1 (3 with boosts)
Priority: 7 (5 after Upgradeable)

Stun Guard 2

This attack has -1 Priority and +1 Power for each Module you have active (max. 4).
This attack has +1 Power for each of Clive's active Module Cards (max. 4).

Before Activating: Move 1 space
Before Activating: Advance 1 space. (Rocket Boots)
After Activating: Return any number of your active modules to your module pile. (You may re-activate them in future beats.)




REVEAL
CLASH!




New Bases:

Gerard
Initiation Larceny
Range: 1
Power: 4
Priority: 4

This attack does not hit unless you and the opponent switched sides this beat.
Before Activating: Pull the nearest opponent 1 space, then advance 1 space
Before Activating: Advance up to 1 space
On Hit: The first time you hire a Mercenary Card Next beat, it costs is reduced by 2 Gold Tokens
On Damage: Gain 3 Gold Tokens

Clive
Upgradable Dash
Range: N/A
Power: N/A
Priority: 10

Stun Guard 2

Before Activating: Move 1 space
Before Activating: Advance 1 space. (Rocket Boots)
After Activating: Move 1, 2 or 3 spaces. If you moved past an opponent during this movement that opponent cannot hit you during this beat.




REVEAL
Clive wins priority.

START OF BEAT
No start of beat effects.

ACTIVE PLAYER
Clive retreats 1, and then advances 1, and then advances 3 to the corner.

oooGooC

REACTIVE PLAYER
Gerard pulls Clive 1 space, then advances 1.

ooooGCo

Clive loses 1 life due to Brawler

END OF BEAT
Gerard gains 1 gold



ooooGCo

Gerard - 16 life
Discard 1: Initiation Larceny
Discard 2: Avaricious Dash
Recovered: Gilded Shot
Finisher: Double Barreled
Gold: 1
Mercenaries: Bookie, Brawler

Clive - 16 life
Discard 1: Upgradable Drive
Discard 2: Leaping Strike
Recovered: Rocket Drive
Finisher: System Reset
Modules: Synapse Boost, Rocket Boots
 
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Stephen Stoll
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Attack:

Spoiler (click to reveal)


Already got myself into a pretty bad spot, so...

Initiation Grasp
Range: 1
Power: 2
Priority: 6

Before Activating: Advance up to 1 space
On Hit: The first time you hire a Mercenary Card Next beat, it costs is reduced by 2 Gold Tokens
On Hit: Move the opponent 1 space




I have first Ante, so:

Spoiler (click to reveal)


I hire Devah Danah the Brawler

 
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Zane Heinous
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Attack:

Spoiler (click to reveal)
Upgradeable Grasp

Range: 1-2
Power: 1 (2 after ante)
Priority: 7 (6 after ante)

Stun Guard 2

This attack has -1 Priority and +1 Power for each Module you have active (max. 4).

Before Activating: Move 1 space.
On Hit: Move the opponent 1 space.


Ante:

Activate the Rocket Boots to gain Before Activating: Advance 1 space.
 
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Stephen Stoll
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New Clash Base:

Spoiler (click to reveal)


Initiation Drive
Range: 1
Power: 3
Priority: 5

Before Activating: Advance 1 or 2 spaces
Before Activating: Advance up to 1 space
On Hit: The first time you hire a Mercenary Card Next beat, it costs is reduced by 2 Gold Tokens

 
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Zane Heinous
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Post-clash attack:

Spoiler (click to reveal)
Upgradeable Wrench

Range: 1-3
Power: -1 (3 with boosts)
Priority: 7 (5 after Upgradeable)


Stun Guard 2

This attack has -1 Priority and +1 Power for each Module you have active (max. 4).
This attack has +1 Power for each of Clive's active Module Cards (max. 4).

Before Activating: Move 1 space.
Before Activating: Advance 1 space. (Rocket Boots)
After Activating: Return any number of your active modules to your module pile. (You may re-activate them in future beats.)
 
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Stephen Stoll
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New New Clash Base:

Spoiler (click to reveal)


Initiation Larceny
Range: 1
Power: 4
Priority: 4

This attack does not hit unless you and the opponent switched sides this beat.
Before Activating: Pull the nearest opponent 1 space, then advance 1 space
Before Activating: Advance up to 1 space
On Hit: The first time you hire a Mercenary Card Next beat, it costs is reduced by 2 Gold Tokens
On Damage: Gain 3 Gold Tokens


 
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Zane Heinous
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Oh, jeez, another one.

Post-post-clash-clash attack:
Spoiler (click to reveal)
Upgradeable Dash

Range: who cares
Power: nada
Priority: 10

Before Activating: Advance 1 space.
Before Activating: Move 1 space.
After Activating: Dash.

I am not in the mood to get blown up by Larceny, which hits me even if I burst away thanks to that Advance 1 on Initiation.
 
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Stephen Stoll
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Heh, yeah figured I'd get the dash. How do you want to move?
 
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Zane Heinous
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Move 1 backwards, advance 1, then Dash to the far corner.
 
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Stephen Stoll
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I'll Advance 0 with Initiation, and then do Larceny's pull and advance.

Sorry for the delay, I wanted to make sure I had my cards in front of me before I figured it out.

Setting up the next beat now.
 
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