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Board Game: Sentinels of the Multiverse
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Subject: SotM Game 1 - Break of Dawn (Completed) rss

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Steve Wardell
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Re: SotM Game 1 - Break of Dawn
I don't see any reason to let Impending Casualty stay around. I'm fairly happy with all the cards in my hand, though I could discard one if no one else has cards they're OK with getting rid of. Does anyone else have a card they don't care about discarding?
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Re: SotM Game 1 - Break of Dawn
If no one really has anything that they want to discard, I could do it by taking one for the team and discarding Fortitude.

I have Bolster Allies that will allow each of us to draw a card if anyone really wants that to be played. Although, my strategy for my current hand is to try and get Danger Sense on the field so I can switch to focusing on supporting completely, but I can delay that a turn and aid the rest of the team with draws instead if preferred.
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Re: SotM Game 1 - Break of Dawn
I don't particularly want to give up a card, but could if everyone needs their cards: I would ditch Elemental Subwave Inducer. Remember that I can allow us all to get something back from the discard if that helps any one part with anything. Bolster Allies will also help us build back up after all these discards.

-Tempest
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Re: SotM Game 1 - Break of Dawn
I have Impale and Cold Snap, so I could get rid of Impale without worrying too much. Unless Visionary had a card she really wants to get rid of, I'll discard Impale.
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Re: SotM Game 1 - Break of Dawn
Khedron wrote:
I have Impale and Cold Snap, so I could get rid of Impale without worrying too much. Unless Visionary had a card she really wants to get rid of, I'll discard Impale.
With Impale, is that possible to be placed next to Citizen of Dawn? If so, I would rather save that, and I could just spend my turns using Galvanize to pump up that effect at the start of your turn.

Otherwise, I could always just be the one to discard since I know Visionary needs cards to start a chain.

- Legacy


P.S. - I like the way that Brian leaves a message like this so I could easily remember who is playing whom. (Sorry for stealing the method.)
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Re: SotM Game 1 - Break of Dawn
AzureiX wrote:
With Impale, is that possible to be placed next to Citizen of Dawn? If so, I would rather save that...
I would rather see Impale used on Dawn as well. It won't have an effect while she is flipped but the constant drain on her HP will be helpful when she flips back. With Galvanize, we just need to survive 25 turns and it will do all the work for us!

-Tempest

(steal away, I've played a few PBF games in my time so if it makes life easier, use it!)
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Re: SotM Game 1 - Break of Dawn
ColtsFan76 wrote:
AzureiX wrote:
With Impale, is that possible to be placed next to Citizen of Dawn? If so, I would rather save that...
I would rather see Impale used on Dawn as well. It won't have an effect while she is flipped but the constant drain on her HP will be helpful when she flips back. With Galvanize, we just need to survive 25 turns and it will do all the work for us!

-Tempest

(steal away, I've played a few PBF games in my time so if it makes life easier, use it!)
My point was that I also have Cold Snap, which does 4 damage to everyone, while Impale would do 5 damage to Dawn (Galvanize, Inspiring Presence, and Twist the Ether). So the damage difference isn't too much, but Cold Snap also helps with minion control. I could, of course, put both into play, but that would be two turns where I couldn't play anything else.

Like I said, I'd like to keep both, but we have to discard something. I think Fortitude is worth keeping, though I don't remember what Elemental Subwave Inducer does (does it just change damage type?).

-Absolute Zero
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Re: SotM Game 1 - Break of Dawn
Khedron wrote:
Like I said, I'd like to keep both, but we have to discard something. I think Fortitude is worth keeping, though I don't remember what Elemental Subwave Inducer does (does it just change damage type?).
Ah, got it. I was reacting to the "discard Impale" comment. Yes, keep both. Though we probably don't want a Cold Snap until she at least flips back. Playing Impale gets us set without losing our flip condition. So you would have some time to do other stuff.

ESI changes damage type but more importantly lets me reduce that damage type by 1 until the start of my turn. So I am can lose it if Visionary doesn't have anything worth discarding but we won't know that until tonight.

-Tempest
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Re: SotM Game 1 - Break of Dawn
ColtsFan76 wrote:
Khedron wrote:
Like I said, I'd like to keep both, but we have to discard something. I think Fortitude is worth keeping, though I don't remember what Elemental Subwave Inducer does (does it just change damage type?).
Ah, got it. I was reacting to the "discard Impale" comment. Yes, keep both. Though we probably don't want a Cold Snap until she at least flips back. Playing Impale gets us set without losing our flip condition. So you would have some time to do other stuff.
Yeah, I would wait until right before she flipped for Cold Snap, though there's also no reason to play Impale earlier than that (though it obviously wouldn't hurt).

ESI changes damage type but more importantly lets me reduce that damage type by 1 until the start of my turn. So I am can lose it if Visionary doesn't have anything worth discarding but we won't know that until tonight.[/q]

Ah, yeah, that's kind of a big deal (though I suppose it only helps you). I probably won't be able to post again until about midnight EST, so I'll leave the decision of which card to discard up to you. Once Visionary posts, you can decide which of us should discard (unless Visionary wants to).

-Absolute Zero
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Re: SotM Game 1 - Break of Dawn
The Visionary uses her Prophetic Vision in an unorthodox way, foreseeing the path of Omnitron's rogue robot and disabling it before it can wreak any more destuction.

I discard Prophetic Vision to destroy Impending Casualty.

Legacy, do you like your hand now? Anybody else want me to Enlighten them? I plan to use it on myself (strategy, not direction to the Game Custodian) unless somebody speaks up.

Also, when it comes time to choose highest HP heroes to suffer damage, I'd prefer Tempest to take the bigger hit. The Visionary has a few effects that require her to damage herself and I'd prefer to have as much HP to burn as possible. (Of course, leaving myself with the highest HP can cause problems next turn.)

Going out for the evening, won't get back until midnight Eastern or so. I've stated my preferences for villain turn damage, but I won't grumble if you do otherwise (assuming you don't make really stupid decisions).
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Re: SotM Game 1 - Break of Dawn
We have our discard. I'll take the hit to damage this round.

-Tempest
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Re: SotM Game 1 - Break of Dawn
I am completely fine with my hand as of right now.
The ability to draw earlier was very helpful.
You have my thanks for that!

- Legacy
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Re: SotM Game 1 - Break of Dawn
Reposting and continuing the environment turn.

From gallery of ColtsFan76


Start!

Legacy discards Heroic Interception
Absolute Zero discards Modular Realignment
Tempest discards Shielding Winds
The Visionary discards Brain Burn

Hostage Situation is destroyed

Play!

Impending Casualty is drawn

End!

The Visionary discards Prophetic Vision

Impending Casualty is destroyed

From gallery of ColtsFan76


Start!

5/5 Citizens in the trash

Citizen Dawn flips (good luck guys!)

1/3 Citizens in play

Play!

Citizen Dawn plays Citizen Dare

End!

Citizen Dawn plays Channel the Eclipse
Citizen Dawn deals no damage to herself

Status at the end of the villain turn:

Citizen Dawn
Merged with the Power of the Sun
Villain, Citizen
HP: 74/80 HIGHEST VILLAIN TARGET, HIGHEST HP ON TABLE

In Play: 02
Deck: 18
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing

Megalopolis

Deck: 13
In Play: 00
Discard: 02

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 32
In Hand: 04
In Play: 01
Discard: 03

Legacy - In Play:
* Inspiring Presence Ongoing, Limited

Absolute Zero
HP: 19/29

Deck: 32
In Hand: 04
In Play: 01
Discard: 03

Absolute Zero - In Play:
Isothermic Transducer Equipment, Limited, Module
Twist the Ether Ongoing (from The Visionary)

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 34
In Hand: 03
In Play: 00
Discard: 03

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 32
In Hand: 03
In Play: 01
Discard: 04

The Visionary - In Play:
Twist the Ether Ongoing (next to Absolute Zero)


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Re: SotM Game 1 - Break of Dawn
Now that we're able to play Hero cards yet again, is everyone's hand looking all right, or shall I Bolster Allies to allow us to draw another card?
In doing so, I would follow it up with Galvanize again.

Otherwise, I'll just build up defenses for us to prepare for when she flips back.
I have Fortitude and Danger Sense . I'm thinking about playing Danger Sense to prepare for the worst with Megalopolis. We still haven't seen Rooftop Combat or Cramped Quarters Combat pulled up yet.

Or... I could just completely skip this turn by drawing two cards to hopefully draw The Legacy Ring sooner.

Let me know what you guys think I should do to better support our team.

- Legacy
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Re: SotM Game 1 - Break of Dawn
AzureiX wrote:
Or... I could just completely skip this turn by drawing two cards to hopefully draw The Legacy Ring sooner.

Let me know what you guys think I should do to better support our team.

- Legacy
I don't know that we want Galvanize in effect. We want to weaken the Citizens without destroying them. So maybe skip a turn and draw 2?

-Tempest
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


Never fear, team! Citizen Dawn has merged with the sun, but that doesn't mean that she is invincible! She has retreated because she knew that we were about to pummel her immensely. We'll use this time to regroup and change tactics!

Start: Galvanize ends.

Play: Fortitude

Power: Nothing.

End: Draw a card.
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Re: SotM Game 1 - Break of Dawn
Status at the end of Legacy's turn:

Citizen Dawn
Merged with the Power of the Sun
Villain, Citizen
HP: 74/80 HIGHEST VILLAIN TARGET, HIGHEST HP ON TABLE

In Play: 02
Deck: 18
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing

Megalopolis

Deck: 13
In Play: 00
Discard: 02

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 31
In Hand: 04
In Play: 02
Discard: 03

Legacy - In Play:
* Inspiring Presence Ongoing, Limited
Fortitude Ongoing, Limited

Absolute Zero
HP: 19/29

Deck: 32
In Hand: 04
In Play: 01
Discard: 03

Absolute Zero - In Play:
Isothermic Transducer Equipment, Limited, Module
Twist the Ether Ongoing (from The Visionary)

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 34
In Hand: 03
In Play: 00
Discard: 03

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 32
In Hand: 03
In Play: 01
Discard: 04

The Visionary - In Play:
Twist the Ether Ongoing (next to Absolute Zero)
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Re: SotM Game 1 - Break of Dawn
I really don't like three villain cards a turn, but there's nothing I can do about it.

From gallery of ColtsFan76


START: Nothing

PLAY: I play Impale on Citizen Dawn.

POWER: Nothing

DRAW: I draw 1 card.

END: Nothing
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Re: SotM Game 1 - Break of Dawn
Status at the end of Absolute Zero's turn:

Citizen Dawn
Merged with the Power of the Sun
Villain, Citizen
HP: 74/80 HIGHEST VILLAIN TARGET, HIGHEST HP ON TABLE

In Play: 02
Deck: 18
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing
* Impale Ongoing (from Absolute Zero)

Megalopolis

Deck: 13
In Play: 00
Discard: 02

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 31
In Hand: 04
In Play: 02
Discard: 03

Legacy - In Play:
* Inspiring Presence Ongoing, Limited
Fortitude Ongoing, Limited

Absolute Zero
HP: 19/29

Deck: 31
In Hand: 04
In Play: 02
Discard: 03

Absolute Zero - In Play:
Isothermic Transducer Equipment, Limited, Module
Twist the Ether Ongoing (from The Visionary)
* Impale Ongoing (next to Citizen Dawn)

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 34
In Hand: 03
In Play: 00
Discard: 03

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 32
In Hand: 03
In Play: 01
Discard: 04

The Visionary - In Play:
Twist the Ether Ongoing (next to Absolute Zero)
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


We want to play with Dare, right? I should be knocking him down a couple HP, correct?

START! Nothing

PLAY! Elemental Subwave Inducer

POWER! Nothing

DRAW! 1 card

END! Nothing
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Re: SotM Game 1 - Break of Dawn
I'm holding to get opinions from two other players.
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Re: SotM Game 1 - Break of Dawn
ColtsFan76 wrote:
(CONDITIONAL: if I miscalculated and it would kill Dare, skip my power -OR- if 2 of the other heroes don't want me to harm him, skip my power)
I would vote for leaving Dare alone until right before Dawn flips. That way, you can hit all 3 Citizens. If you use your power now, you won't be able to use your power next turn without killing Dare.
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Re: SotM Game 1 - Break of Dawn
Khedron wrote:
ColtsFan76 wrote:
(CONDITIONAL: if I miscalculated and it would kill Dare, skip my power -OR- if 2 of the other heroes don't want me to harm him, skip my power)
I would vote for leaving Dare alone until right before Dawn flips. That way, you can hit all 3 Citizens. If you use your power now, you won't be able to use your power next turn without killing Dare.
My rational is that with 3 cards flipping, it is very likely we get to 3 Citizens. Dare may even implode if Truth comes out anyway. If we get 2 more, I wouldn't use my power at that time. If a 4th comes out, we can finish off Dare with a broad blast. If anyone super powerful comes out, AZ can target them specifically.

But I also see waiting one more turn before hitting at all. So why I asked.

-Tempest
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Re: SotM Game 1 - Break of Dawn
As a reminder, Dawn herself is a citizen. You only need two more for the flip back (one of which is Dare right now). In fact, assuming that Dare survives, if she draws a non-Truth citizen due to Channel the Eclipse, she'll flip back immediately.
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Re: SotM Game 1 - Break of Dawn
AATLEMIDRM wrote:
As a reminder, Dawn herself is a citizen. You only need two more for the flip back (one of which is Dare right now). In fact, assuming that Dare survives, if she draws a non-Truth citizen due to Channel the Eclipse, she'll flip back immediately.
Channel the Eclipse doesn't go off until after her flip condition is checked, so she can't flip this turn. But yeah, there's a very good chance she'll flip next turn.

-Absolute Zero
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