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Sentinels of the Multiverse» Forums » Variants

Subject: Villain Promos rss

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Michael Hunter
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Having relatively recently gotten the game & expansions, I've been working through the villains and playtesting them, tweaking those who I feel don't live up to their potential. As it looks like I'm going to be doing a fair few of these, I thought it might be useful to have them in one place. Also, if you like these you might want to check out Legion.

Wrath of the Cosmos Villain Promos
Kaargra Warfang: Ruler of the Pit



Original Kaargra has a tendency to flood the board with lots of high HP target, making her very difficulty. She also clutters up the board with lots of titles that have their own wierd triggers, plus there is a lot of book keeping with favour that makes it difficulty to play correctly.

My version streamlines the titles (at most 3 in play at any given time), simplifies getting favour (just for titles and kills) and lowers the win condition to getting a certain amount of favour then beating Kaargra. The villains conversely win by just killing you, but as they get more and more favour the fans pelt you with more and more projectile damage. Still a pretty tough boss, but beatable and not so cloyingly complex!






The original Deadline is an absolutely fine boss, but is pretty easy, a bit too vulnerable to ongoing destruction and never really feels like he's fighting you, he's just a pinata who blows up the planet if you take too long!

This version of Deadline always has one of his (beefed up!) alien technologies with him, and if you destroy it he just plays another. This makes him substantially stronger (although still not that hard) and gives him a better feel of directly opposing you. Not the biggest change, but in my opinion a notable improvement to an already high quality villain. Oh, and Severed Ley-line is fun now!






The original Progeny is a great boss, cycling through Scions to keep himself fresh, and focusing on self buffing. This is more of a variant on a good boss than a total fix, so bear that in mind! The only major issues I had was being a bit hard and having too much focus on AoE damage.

This version only ever has 1 Scion out (making him a bit easier to beat and simpler to keep track of) and deals high single target instead of all target damage at end of turn. The Doomsday Effects on his flip side make his current Scion even more powerful when he is close to death. He also has starting HP based on the number of players, helping scaling dramatically.



Base Game Villain Promos
Baron Blade: Black Hole Generator



The original Baron Blade is a great starter villain for teaching Sentinels, but once you're a few games in he is a pushover (even on Advanced), not really fitting one the major antagonists of the series. Mad Bomber Blade was a good attempt to up his power, but suffered from wildly uneven sides, the front being a brutal damage dealer and the back an almost trivial threat.

This Blade is up to no good with Gravitic technology. Initially his attempts to create a stable black hole wreak havoc with the heroes until they stop his experiment, then he tries to finish them off with his Singularity Gauntlet. This Blade, while substantially harder than the original is still designed to be a medium difficulty villain.





The original Voss depended greatly on having AoE damage (basically, having Tempest) due to a swarm of low HP minions, and once you have cleared them out the game ended up mostly being a mixture of very weak turns where he plays a small minion, and the odd turn where he plays Forced Deployment which require a very specific team setup to have any chance against lest he dump 10 minions on the board and blow you away.

This Voss borrows a mechanic from the Matriarch, making minions directly engaged players, making them less of an AoE fest and more something each hero has to put some work into. To improve the flow minions also come out in teams (bringing his weak turns up in power) and Forced Deployment is weakened (although still no joke!). Overall this is a less luck-based fight and more about each player being able to handle Voss's minions directly.


Mini Expansion Villain Promos
Chokepoint: Ruthless Technopath




The original Chokepoint suffers from being extremely easy, and also very punishing for anyone who uses equipment. The simple solution is to not play equipment, making your team do nothing exciting and her do nothing exciting, for a sad time all around.

This Chokepoint is substantially more dangerous (although still quite beatable), playing two cards a turn and using Absorbed cards to pump her damage resistance to incredible levels. Her Armoured Animus form is also much more powerful, dealing multiple H+1 damage in a turn if you let her get strong enough. Finally, the way she deals with equipment has been toned down, meaning you can play against her without feeling like an idiot every time you play a weapon to have it immediately absorbed.





Original Miss Information is both very difficult and often extremely frustrating to play - her front side is quite uninteractive, as all you can do is sit around hoping she plays enough clues before you all die. Her flip side while strong is a bit of a mess, both mechanically (a lot of damage types dealt under a lot of different circumstances) and flavourfully (what exactly are her powers?)

This Miss Information flips not based on clues being played (which you can do nothing about) but rather on Diversions being destroyed (something the players proactively work towards). On her flip side she uses her reality twisting powers to bring in Alternate Realities, causing bizarre interactions and damaging the players at the same time.

The clues have also been tweaked, meaning she will generally have 1-2 in play at any given time, enough to cause problems, but not so much as to be totally crushing/unreasonably complicated to keep track of. Several individual clues have been modified to make gameplay less random (H damage to everyone each turn vs one player might not get some bonuses every now and then, for example...)





Original Ambuscade is by quite a margin the weakest villain the game, with the bulk of his cards being extremely weak, ranging from minimal damage dealers (hand cannons/turrets), theoretically-strong-but-practically-useless (sonic mines/traps) to simply underwhelming (Snatch and Grab, cloaking device).

This version of Ambuscade is a freewheeling, unpredictable gunslinger. He uses the same (individually fairly weak) cards, but at a much greater rate, throwing out traps, pulling guns and taking potshots constantly. He is tuned to have relatively weak defenses but very high offense (especially when flipped), making him a short but furious game. Significantly harder than the original version, but still fairly easy and a good starter villain.


Shattered Timelines Villain Promos


Iron Legacy is, first, insanely difficult and second, only really beatable with extremely narrowly composed teams, mostly those able to deal with his swarm of ongoings. This cuts down variety and thus, in my mind enjoyment. This Iron Legacy is firstly overall a bit weaker (although still very tough, and the Advanced mode is a bruiser), and also less vulnerable to focused ongoing destruction, as although he starts with far fewer, he will also always have H-2 in play. This gives a more even challenge, and one that can be reasonably attempted (if not nessecarily won) with most teams, even if they don't have tremendous ongoing destruction capabilities.

As a side bonus, the games play quite differently one to another, as he is very different depending on what ongoings he has - Armoured fortitude + Next Evolution (when you can't just destroy them on turn 1) is a very different kettle of fish to say, Vigilance and Demoralizing presence!


Rook City Villain Promos


The Matriarch, now 83% less impossible and irritating! Using a mechanic stolen from PePe, the fowl now move by heroes, who have the sole responsibility of killing those fowl, while on the back side the fowl just attack and kill themselves, meaning the entire team is less dependent on having tempest.

The villain alternates between these two sides, the front being a survival game where you spend most of your time smacking fowl and take a pot shot at the Matriarch wherever you can, while the other side is her sending fowl on kamikaze attacks while you have a clear path to burn her down. Darken the Skies and the Cohorts have been tweaked for improved playability and less spikiness.







The main changes here are with the way thugs and underbosses come into play. Now the underbosses are replenished as the game goes on (so no running out after five turns), and half of the thugs start in the villain deck, meaning they will sometimes be played, and also early on the underbosses are limited in the size of army they can create. Although this makes the endgame harder, Prison Break has been significantly weakened to even this. The Operative also now has a flip side that makes her more of an assassin than a guardian. Overall, this promo improves consistency, and significantly reduces difficulty (well, except the Advanced Version).



This Spite is quite significantly changed. The front side is all about saving victims - each one you save is 5 damage dealt to him and prevents him from healing about 10HP. This is a big change, especially when you consider this Spite can heal up to 200 HP if left to feast unmolested! Also, when you do save victims, Forced Entry can only kill one of them, rather than releasing the whole crowd from the Safehouse.

On the Apex Predator side, Spite only has three drugs (making him more variable as opposed to the generic, somewhat repetitive original version, but every turn uses one of four powerful abilities, making him an extremely dangerous combatant for the heroes to burn down as fast as possible before he murders them. Doing so is greatly helped if they have prevented Spite from feasting on Victims on the Death Addict side.




Plague Rat is not a major conversion, as the villain mostly works fine. The infection mechanic has been tweaked slightly, with the infections being stored under Plague Rat for when they're needed, which means he won't play them directly (upping his overall power). The flip effect is also different, with the infections destroying player equipment and giving them the painful choice of deciding who can afford to miss their plays in order to fight the disease.

Plague Locus has also been tweaked to be more significant, being harder to destroy (only the infected victims who have been dragged to Plague Rats nest can attack it) as well as Shadowy Ambush being rethemed as a way to get the Locus back if it has been destroyed. The 1 damage to each target has also been removed, as fiddly and given the overall changes to difficulty, unnecessary.

Infernal Relics Villain Promos
The Ennead: Wrath of the Gods (from this thread)



The key changes here are how the Ennead members come into play and become incapacitated. Essentially, you will usually be fighting H-1 Ennead members at once, when one goes down another replaces them until all nine have been seen. Also, the incapacitated effects are only from the last two members to be defeated, so there's sort of a "conveyer belt" effect. These changes are designed to give the experience of fighting the entire Ennead, while cutting down on the excessive, unfun complexity from having nine different triggers in play at once. The final members of the Ennead are the "Last Stand" side, where they hit harder but die faster making for an exciting finale.



Gloomweaver is now all about stopping the cult and their ritual, not trying to hurt the immortal Gloomweaver himself. The heroes try to destroy Gloomweaver's three relics one after the other, each not only giving its normal power but also influencing his Villain deck, the drum flooding you with cultists, the Tome giving you lots of Voodoo pins and the Pouch more zombies. The third relic is Gloomweaver's God of Despair side, where you have to deal with the normal threats, plus both the relic being extra difficult to kill and the manifesting Gloomweaver blasting you with hellfire.

Apostate: Dark Angel(from this thread)



Apostate suffered from excess variability, with most of his cards being weak and easily defeatable, and a few being very strong individually, and nearly impossible in combination, making the fights generally either be boringly easy or frustratingly hard. Profane summons has been weakened and several other cards now cause an extra villain play, smoothing the threat level out.

This Apostate is guarded by his relics (most importantly Condemnation), so the heroers can't realistically hurt the fallen angel when he has relics up. Instead they must slowly whittle down his magical defenses, before forcing him to assume his true, vulnerable demonic form and burning him down before he can regather his defenses.
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Scott Yavorski
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The advanced text on the flipped side should just say "Apostate is immune to Radiant damage"
 
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Michael Hunter
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To Ciffy: The intent was to just avoid the 7 damage on flip, not all radiant damage (so as not to screw over Fanatic, among other things), but I guess "when flipped" is a bit unclear. Perhaps I should have it say "Do not deal the radiant damage to Apostate when the villain card is flipped" or such to make it clearer?





-Apostate design discussion, originally from first post, moved here for clarity.

After a week or so of testing, I'm reasonably happy with my next entrant, Apostate. Apostate in my opinion had some consistency problems (many weak plays such as Imps, Gauntlets, Tome) but every now and then a lucky Profane Summons that drew Effigy & Orb was devastating - variance is good, but I've found games against Apostate boil down to "Did he get Effigy & Orb at the same time?"

His offense/defense balance also seemed a bit off to me, his damage output is unexciting (especially once he loses Condemnation, which generally happens pretty early), and all his best cards (Effigy, Orb) merely make him tougher, dragging the game out a bit.

The flip side of Apostate was also sort of pointless - all it really did was make sure you killed all the relics before killing him, which makes sense but means the flip side never comes into play. Finally, given his high damage reduction he strongly favored heroes who can either ignore it or focus on single high damage attacks, which meant he could be "gamed" a bit easily.

So with that in mind here is Apostate, Dark Angel.



Overall structure: The short version is that Apostate is protected by his Relics. While he is on his front side, he is very difficult to deal damage, reducing it all by at least 2 (as he will almost always have at least Condemnation). By destroying Condemnation, heroes force him to shed his magic and reveal his true form for a round, which is far more vulnerable to damage. The heroes get one turn to beat on him with the bonus damage before he resummons Condemnation and goes back to the front.

The Demon Revealed: Only having one turn at a turn to hurt him is quite tactically interesting, as heroes can plan their plays to deal massive damage on this one turn (One of my friends is fond of loading Shock rounds on weak guns and Unloading). This tends to lead to a few cautious rounds killing all his other relics (so they don't protect him), setting up your ongoings/equipment (for a high damage turn) and whittling condemnation down to a very low HP so it can be tapped at the exact right time. As he has damage increase this turn, it means he is particularly vulnerable to many small hits - which means that to beat him you want a balanced team, some heroes with many small hits(for the flip) and some heroes with single big hits(for the damage reduction heavy relics on the front side), making the team more diverse. Playtesting has shown that it usually takes two flips to kill Apostate, sometimes three. I've never managed it in one flip, although no doubt it is possible to an appropriately stacked team.

As a subtle bonus, the fact that this way Apostate almost always has Condemnation in play increases his poor damage output. Finally, the damage effect on his flip side has a few points - I didn't want him to play Villain cards, as a poorly timed Profane Summons could summon some relics and protect him, undoing everything you worked for. Instead he just blasts you with hellfire. For a while it was just everyone takes H damage, but that was a little predictable and dull, hence the current random version that tends to deal 2-5ish damage.

Variance: Apostate's normal plays have been beefed up - when he plays one of his weak cards (Demons or the rather feeble gauntlets) he gets another play. On the other hand, his strongest spell (Profane Summons) now only brings back 2 relics rather than 3 in a 4H game. Between the two, this makes his weaker plays stronger and his stronger play weaker, giving a more even spread. I should note that overall he has a stronger output than before.

Individual cards: Profane summons was occasionally having a problem of being too good at searching the deck for the actually fairly scarce relics, meaning it often had not enough relics in the deck to search for. Now if Profane Summons can't find the full amount of relics, it plays the top card as a consolation prize.

Tome of the Unknowable's effect of bringing back Condemation was now pointless, as it comes back all the time anyway. Now when destroyed the Tome knocks out half of your hands. This makes the Tome play more interestingly (and fits the madness theme the tome has), do you leave it in play and skip your draws (slowly whittling down your hand size long term) or bite the bullet and lose a bunch of cards now but get more in the future?

Finally, Relic spirits I never liked, they mostly sat there doing nothing and occasionally ruined you by getting killed by the environment/apocalypse and bringing back a ton of relics. Now they only bring back 1 relic, but are easier to kill, damaging themselves if there is nothing for them to heal till they die and bring back something good.

As ever, the villain while heavily tested is still under development, comments and criticisms welcomed!

PS: Tossing up between the current picture (from Apocalypse) on his front face, or the one below from the Steam game. Thoughts?
[/size]
 
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P.D. Magnus
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Quote:
The flip side of Apostate was also sort of pointless - all it really did was make sure you killed all the relics before killing him, which makes sense but means the flip side never comes into play.


We've had plenty of games where the combination of relics became unassailable, and we could only clear them out by exploiting his flip. With all of the damage reduction that the relics get, plus redirection, hitting him directly is often the most efficient (and sometimes the only) option.
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Geoff B.
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His front side has a near permanent -2 damage taken? Because he flips if condemnation isn't in play, and if it is the front side has -2 taken.

You basically have to take down Condemnation (which takes -1) to flip him, and then if there aren't other relics in play you focus him quickly.

You can get everything but demons with -2 taken or worse, that doesn't seem very fun.
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Michael Hunter
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Phantaskippy wrote:
His front side has a near permanent -2 damage taken? Because he flips if condemnation isn't in play, and if it is the front side has -2 taken.

You basically have to take down Condemnation (which takes -1) to flip him, and then if there aren't other relics in play you focus him quickly.


This is essentially the idea, you can only deal him appreciable damage (unless you have a great deal of irreducible) on the Demon side. The way to kill him is to clear out any other relics and then condemnation, then you have a turn of him on the Demon side to focus him down (as there will most likely be nothing else in play, except perhaps the odd demon).

By design, you're not really supposed to be trying to deal him damage on the front side, that's about controlling relics - a significant gameplay change from the original version, but in my opinion & experience one that plays better.

You can indeed get all the relics in play with -2 damage, but that is part of the challenge. I should point out due to the weakening of Profane Summons, you are very unlikely to get the super annoying Orb + Runes combo on the same turn, and Runes/Effigy by themselves are doable in a turn through the damage reduction (usually). Like I said above, I was trying to find a game where it is more complicated than just "Did he get Orb + Runes?" when you want to work out your chances.

PS: I like your avatar, by the way
 
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Michael Hunter
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pmagnus wrote:
We've had plenty of games where the combination of relics became unassailable, and we could only clear them out by exploiting his flip. With all of the damage reduction that the relics get, plus redirection, hitting him directly is often the most efficient (and sometimes the only) option.


Perhaps I was being a little flippant - you're right, there are cases where your combination of relics (I'm guessing Effigy + Orb + Runes?) make it very difficult to take them down, so flipping apostate to the Corruptor and back will take out the lowest HP (i.e Runes/Effigy) and the highest (Orb), solving your problem.

That does work, but I feel design wise it's a bit of a cop out towards the Runes+Orb combo being too powerful. I don't really like villains where they're mostly easy, but every now and then an unlucky draw makes it almost impossible - I like variance, but this is too extreme for me, if original Apostate never draws Runes/Effigy he is really pitifully easy and a boring fight.

I've taken pains to make the Effigy/Runes/Orb combo less common - with Profane summons getting less relics, there is a pretty slim chance that both will be drawn on the same turn, thus you should have at least a turn with one of them alone to make some headway - any of the three are certainly a tough draw, but not a massive gamechanger.

Another reason for my changing the flip was that thematically I really don't get the original's one - why does he turn into a black&blue dark corruptor when he dies, and why blow up a relic? Perhaps he's draining it to keep himself alive? And if so why does he flip back when he would die again?
 
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Fede Miguez
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Adelphophage wrote:
Another reason for my changing the flip was that thematically I really don't get the original's one - why does he turn into a black&blue dark corruptor when he dies, and why blow up a relic? Perhaps he's draining it to keep himself alive? And if so why does he flip back when he would die again?
Because he is draining them again? And needs to drain more than before to return to his regular side?
 
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Michael Hunter
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I get draining the power from a relic to keep himself alive, I don't quite get why it makes him go blue every second time he does it, like some kind of occult toggle switch.
 
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Fede Miguez
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Adelphophage wrote:
I get draining the power from a relic to keep himself alive, I don't quite get why it makes him go blue every second time he does it, like some kind of occult toggle switch.
And why does it do it in this version?
 
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Michael Hunter
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For my version, the theory is that he actually IS a black skinned demon, the relatively normal (if abnormally large-foreheaded) angel persona is a disguise/armor, generated by Condemnation.

When you destroy Condemnation Apostate is, to quote the Villain card "Forced to reveal his true form", the demon state which is more vulnerable (hence the damage increase and taking radiant damage from the sunlight). He resummons Condemnation and regains his disguise/defense, but it takes him a short while to do so, during which the heroes can beat him up.
 
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Michael Hunter
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Next in my Crusade is the Ennead.

I like the Ennead, they're a really cool idea, and each of the members has their own cool little abilities, but I tend not to play it very often for one reason - it gets really complicated and is a lot of work to keep track of.

I like fighting the entire Ennead, not the 4-6 you tend to fight on non-advanced mode, but in advanced (or some other variants I've seen) where you do fight the whole Ennead, the fight towards the end becomes a big headache, as when you're down to the last few members, you have 6-8 triggers to do at the start of every turn, which is a big hassle, especially when some of them are quite complex, like Set, Isis or Osiris.

So, what I wanted was a way where I could have the fun of A: Dispatching the whole Ennead, but B: Didn't get to complicated and boring to keep track of all the effects, and finally C: As is my general preference (yours may vary) not to be too erratic (In the non advanced version, Rise to Power/Immortality is a real kick in the teeth, giving you another 30ish HP to wear down as well as increasing their offense - a game with no RTP is boringly easy, a game with 2+ is frustratingly hard).



The basic system is this (assuming a four player game). You start with 3 members of the Ennead out, doing their thing. When you kill one, another immediately steps out to replace them, so you're more or less always fighting 3. The exception is A: At the end of the game, when there's no more to replace them and B: If Rise to Power or Immortality bring out more. In this case, say I am fighting three and a fourth enters due to a card, once I kill one member, they do NOT get replaced tll I kill another and the Ennead drops back below three again. Plays smoothly, simple to keep track of, and Rise to Power/Immortality aren't that crushing, they're just speeding things up and giving you an added threat.

As for the incapacitated effects, the wording is slightly complicated on the card, but essentially there can only two incapacitated villains in play at any time. When a new one is incapacitated, the oldest is removed. This means that every dead Ennead member does get to do their thing for several turns, but not so many times that it gets dull and cumbersome to keep track of (in my test games against the original Ennead version I found myself not killing Set early on, not for tactical reasons, but just to spare myself the headache of resolving his effect every turn. It is fun in small amounts, a grind if you do it ten turns straight). This, in my opinion, massively cuts down on the annoying resolving-seven-effects-every-turn that made me ocassionally steer away from fighting the Ennead before.

Finally, the Ennead fight is a rather long one, so to speed it up a little the flip side of the Ennead is designed to bring things to a quick, exciting conclusion. As the remaining members of the Ennead cut lose to avenge their fallen family, they increase their damage dealt, but also their damage taken, as well as triggering their special effects every turn - a blaze of glory if you will (Set, Nepthys and Geb are particularly harsh here). Note that it flips at the start of their turn, meaning the Ennead gets first shot with the enhanced damage, although they don't tend to last more than two turns with the heroes also pumping extra damage into them, brings the game to a conclusion rapidly, one way or another.

A few extra notes, the climactic Land Stand was being ocassionally let down by pointless Rise of the Gods/Taste of Immortality draws which didn't accomplish anything, hence they now bring one of the Ennead back (on fairly reduced health, making them a bit more powerful.

As ever, comments and criticism are welcome! This one is a relatively low key change, but I feel I've kept what is cool about the Ennead (their individual effects and flavour, the tactics of who to kill when) while stripping out some of the excessive busy-work and variability.
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Take Walker
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I love playing the Ennead too, even if with random teams, I tend to lose more often than not. My first thought is that order will really matter with this setup, especially when you risk them coming back on the flip side. And it feels like, for all that this looks on the surface like an easier time against them, the removals are balanced out by the extra stuff, especially on the flip side. Making them more powerful as you whittle the team down is a great idea.
 
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Michael Hunter
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Bear in mind that if they do get Rise to Power/Taste of Immortality on the flip side, they can only bring back one of the two incapacitated villains - any of the first four to die are going to be out of contention, so it still gives you some tactical choices as to what you want those first four to be! I've also found there is a strategy sometimes when you have a member with a particularly obnoxious flip effect (mostly Set), you bring down the whole threesome you are facing to low HP, then knock off Set and his two buddies in one round - if done correctly it can spare you even one of his triggers, although it's tricky to pull off (and involves keeping his equally mean front side in play longer than if you just focused him down - interesting decision either way!)

Also, while coming back on the flip side may give them one powerful shot of whatever their ability is, with +1 damage being dealt by the (at this point probably well equipped with ongoings/equipments) 10 HP doesn't tend to keep them around for long...

The advanced "Last Stand" has been quite fun but also quite mean-I had one game quite comfortably in the bag till the very last turn, where a lone Geb (now on +3 damage to everything) got Elemental storm followed by his normal ability for a crushing 58 damage in one turn...
 
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Michael Hunter
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After some further playtesting, the "Wrath of the Gods" Ennead is now very satisfactory. My next goal is tweaking the Chairman, and while I have some ideas, before I get into chopping and changing I thought I'd gather people's opinions on what needs improving, to check my experience of the villain is representative.

I really like the Chairman, his cards give the impression of being a corrupt magnate with a sprawling criminal empire very well, but he is also one of the ones where my heart grows a bit heavy when I get him out.

Firstly, elephant in the room - The Chairman is obviously design to be very hard, and my version will be weakening him! I understand that people like to have some very hard yardstick villains, but sometimes I also feel like I'd like to play against him with a relatively normal team (i.e not everyone being expert players, as my playgroup is not, and a reasonably random bunch of heroes rather than a finely optimised team). This is NOT to say that there isn't a role for very highly tuned villains that require peak performance play to beat, but my feeling is that is what advanced mode is for.

Secondly, I feel like his deck is a little too punishing on a slow start. Due to the way the Underbosses work, if you get even a little bit behind on damage output (which starts on the first turn) you start getting hammered into the dirt very quick. Several times my friends have requested to play him and I've had to say on the second turn, staring down two underbosses on the end of our turn, "Basically, we're dead, guys". Not to say the constant pressure isn't good, but it'd be nice to have it let up slightly at times - particularly when you get two underbosses in a turn.

In contrast to the constant pressure at the start of the game, if you last five turns, the game suddenly becomes a bit boring. With all the Underbosses most likely out of the deck, the Chairman/Operative are pretty toothless, the latter especially as she has no bosses to find, and none to die causing her to deal reaction damage. So, this stage of the game basically boils down to beating them down as fast as possible and crossing your fingers to not get a Prison Break. If you get a Prison Break, you lose (not 100% of the time, I admit, but it's pretty hellacious between The Contract, Informers, hired guns, and the Chairman's bonus). This makes the final stage, in my opinion, uninteresting, it's just russian roulette with the villain deck and there's not much you can do bar hope.

Finally, I have a personal distate for the Chairman's "hits you when he gets hit", and no normal damage. Most of the time it doesn't really matter, and on the odd occasion where it does matter it plays badly - we've gotten to the stage where at the end of the fight, we are all severely worn down, do some calculations, and determine that nope, it's mathematically impossible to kill him without dying. So... we just kind of sit around anticlimactically hoping against hope for a fortune One-shot or something, which is a bit dull.

Does anyone else have any input on problems to be solved/ways to solve them? Thanks in advance!
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Michael Hunter
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Oh, and one more - should the villain trash every get shuffled back into the villain deck, the underbosses become sort of useless, as the thugs aren't there for them to get! For example, a turn one brain burn (while admittedly hurting Visionary) makes the game kind of trivial.
 
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Michael Hunter
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Update: Have added Ambuscade and Chairman, and sorted into categories based on the expansion they originate from.
 
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Jonathan Meltzer
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These are pretty amazing. Are they available in any easily-printable format? Or in a file that I could send to a print service like Staples?
 
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Michael Hunter
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Currently, no, but there's no particular reason they couldn't be.

What sort of format would be most useful? Personally I just tend to print them out as a publisher file and stick then back to back on card, but I appreciate that's a bit labor intensive and inconsistent for most folks.
 
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Jonathan Meltzer
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Not sure - I am kind of a newbie at printing my own cards for this.

BTW, we played against the promo Ambuscade tonight and had a lot of fun with it - well done. Looking forward to battling the other ones soon.
 
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Rob Brown
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I love the spirit behind these promos. Is the plan to eventually create one for each villain, or just for the ones that you feel need some tweaking?

Looking forward to trying some out in the near future!

 
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Michael Hunter
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Glad you're enjoying them! Ambuscade is one of my favourite variants, he is a very fun, quick challenge. Took my friends a while to figure out they shouldn't attack the turrets, though...

bobbertoriley322 wrote:
I love the spirit behind these promos. Is the plan to eventually create one for each villain, or just for the ones that you feel need some tweaking?


I'm not planning on doing one for every Villain, but in my opinion most of them could use some fine tuning, so it'll wind up being the majority, I suspect.

The only ones I think I currently think I'm not going to touch (subject to change, of course!) are...

Omnitron: Nice and simple villain, good for beginners, and already has a good variant (Cosmic) for those who want an increased challenge.

Dawn: Again, good simple minion swarm boss. The basic Dawn plays well, and there are already several good Dawn variants if that one isn't to your taste.

Akash'Bhuta: Does what she says on the box, big, tough heavy hitter. Straightforward, but she's supposed to be.

Dreamer: She is quite difficult, but the mechanics work really well. I especially like how despite being a target heavy boss, you can't just indiscriminately AoE them down, making her less of a paper-scissors-rock type boss than some other target heavy ones. She could stand to be a bit easier, but when I want to give her a go against newer players, I just do it counting H as 1 less than it actually is and everything works fine.

Progeny: I almost consider Progeny to be a "fixed" version of Iron Legacy, a single, badass target with a lot of interesting, changing self buffs to keep him fresh. Again, really dynamic, but beatable and fun.

Infinitor: Great flavour, great fight, if a little hard on the colour blind.

Deadline: Plays very uniquely, really brings across the story of him destroying the world. Very easy boss, but if you consider the Advanced mode to be the basic one, it's acceptable. Of this list, he's the one I'd be most easily persuaded to change.

For the record, once I finish Legion, my next target is Miss Information.
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Jonathan Meltzer
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Battled Iron Legacy twice tonight and the Raven Queen once. H was 5, and we really enjoyed all three games. All finished in about an hour, but in all three (we lost the first) we felt like we had a really interesting time. When beating IL, we were all at 6 hp or less at the end, and when we lost to him, we got him down to 2 hp before we failed. The Raven Queen was taken down only when we let a hero go incap on purpose in order to give Lady of the Wood (Cauldron) a chance to eliminate a bird on someone else's turn before blasting Matriarch on her own turn. We have all been impressed by the ingenuity.

One question about the Raven Queen...what happens to the birds that are next to a hero if the hero becomes incapacitated? That was not clear. We played that the birds went to another hero, but I could also see them becoming fair game for everyone. What are your thoughts?
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Alex Klein
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I feel like Omnitron might be a little too random. The game turns on how many times Omnitron plays certain cards.

One great game I had against Omnitron was in Omnitron-IV. I didn't get any of the strong cards, but dealing with two decks worth of drone rush was fun and felt just about right. I might play Omnitron with less good cards in Omnitron-IV more often.
 
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Michael Hunter
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Thanks for the feedback Miz - while I play them a lot myself to test, it's good to see what other people with different groups/styles/favorite heroes think too!

For Raven Queen, the idea is that when an investigator goes incap the birds are now no longer next to anyone, so are indeed fair game for anyone to kill (and also don't stop anyone in particular from hitting the Matriarch) - this does make it a bit easier, but if you've just lost a player you clearly can use the help! Perhaps I should make this clearer in the rules...
 
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