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Sentinels of the Multiverse» Forums » Sessions

Subject: How to deal with drugs rss

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Fabián Kozynski
United States
Cambridge
Massachusetts
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Last night we played against Agent of Gloom Spite. The only villain we had not beaten yet due to misplaying it last time.

The lineup was Visionary, Wraith, Mr. Fixer and Omnitron-X fighting in the Freedom Tower. This combination and the order the cards played out turned out to make the game really easy.

First off, Spite spent most of its time nerfed, with the use of Stun Bolt (which don't require to actually damage to have their effect) and Hoist Chain. Sometimes, by using Overdrive or Charge, two -1 damage dealt could be placed for the round.

Additionally, drugs were helpful. This is the order they appeared and what happened to them:
- PL531 Compound Upsilon: The +1 was not nice, but returning cards to our hands was not a big deal. Omnitron-X could play Slip Through Time every turn with no consequence, giving it double turns every round and filling its board with damage inducing cards and powers.
- "Mynd-Phyre": Never more than a card in play. As environment cards didn't survive a full round, Entry Point never affected the heroes. The damage was not a big deal, after nerfing Spite.
- PL602 Compound Omicron: This was slightly inconvenient, though Mr. Fixer could get through it with Alternating Tiger Claw, Wraith with two powers and O-X with Focused Plasma Cannon.
- "Demon's Kiss": Not that much damage, solved by nerfing.
- PL626 Compound XI: This made most of the mess. The damage was usually reduced but it made us miss many useful cards (like Harmony).

We lost a lot of victims in the first couple of rounds, meaning it took us a long time to flip him. When he flipped he ended up with 5 HP so despite the extra damage due to the victims in the Safe House, a shot from Wraith while using Micro Targeting Computer, finished him off.

Overall it was a satisfying game where the heroes exploited all the threats coming from the villain.


For those of you that don't remember all of the cards, here are the cards mentioned and their text:
Alternating Tiger Claw: Damage dealt by Mr. Fixer is irreducible.
When this card enters play, destroy all other Style cards.
Charge: Mr. Fixer deals 1 Target 2 Melee Damage.
"Demon's Kiss": At the end of the Villain turn, Spite deals each non-Villain Target 1 Infernal Damage.
This card is indestructible. If this card would be put into the trash, put it into play instead.
Entry Point: Play this card on a Room card. If there are no Room cards in play, reshuffle this card into the Environment deck and play the top card of the Environment deck. A card under this card has no game text.
Increase damage dealt by Villain targets by 1.
Focused Plasma Cannon: At the start of your turn, Omnitron-X may deal 1 Target 2 Irreducible Fire Damage.
If Omnitron-X is dealt 5 or more Damage in one turn, destroy this card.
Harmony: When both a Tool card and a Style card are in play, increase Damage dealt by Mr. Fixer by 1.
Hoist Chain: Whenever Mr. Fixer deals Damage to a Target, reduce all Damage dealt by that Target by 1 until the start of your next turn.
When this card enters play, return any other Tool cards in play to your hand.
Overdrive: You may use Mr. Fixer's "Strike" power twice this turn.
"Mynd-Phyre": At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way.
This card is indestructible. If this card would be put into the trash, put it into play instead.
PL531 Compound Upsilon: Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand.
This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2.
This card is indestructible. If this card would be put into the trash, put it into play instead.
PL626 Compound XI: Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.
This card is indestructible. If this card would be put into the trash, put it into play instead.
Slip Through Time: At the end of your turn, you may play a card and you may use a Power.
At the start of your turn, destroy this card.
Stun Bolts: Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.

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