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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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Harold Tessmann III
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Re: SotM Game 1 - Break of Dawn
The Visionary discards Psychic Maelstrom.

At least Dawn will flip now. I have exactly one useful play option this turn. If I don't draw anything good for next turn, with Galvanize on I can take out Citizen Dare myself and Citizen Tears if someone does 2 damage to it (Tempest with Squall?).
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Re: SotM Game 1 - Break of Dawn
MacMog wrote:
The Visionary discards Psychic Maelstrom.

At least Dawn will flip now. I have exactly one useful play option this turn. If I don't draw anything good for next turn, with Galvanize on I can take out Citizen Dare myself and Citizen Tears if someone does 2 damage to it (Tempest with Squall?).
I'm guessing that I should use Bolster Allies to get a card into our hands at least after that devastating play from Dawn. And to help out the team since she's flipped, I'll probably Galvanize.
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Re: SotM Game 1 - Break of Dawn
AzureiX wrote:
I'm guessing that I should use Bolster Allies to get a card into our hands at least after that devastating play from Dawn. And to help out the team since she's flipped, I'll probably Galvanize.
I could certainly use the draw, though if you have something that gives you a really useful power, you might as well play and use it. Galvanize does very little good, unless someone wants to knock a Citizen down slightly closer to destruction than otherwise.

Everybody else have useful cards? If so, I'll Enlighten myself.

The Visionary
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Re: SotM Game 1 - Break of Dawn
Right now, my hand is pretty bad.
I don't have anything that would give me any powers.
I can either reduce damage by 1, let us all draw a card, deal 3 melee damage and draw a card, or I can become immune to a certain type of damage until my next turn....

This is getting rough. I was hoping Devastating Aurora would not be drawn. Although, I would rather that card hit us early game rather than later.
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Re: SotM Game 1 - Break of Dawn
AzureiX wrote:
Right now, my hand is pretty bad.
I don't have anything that would give me any powers.
I can either reduce damage by 1, let us all draw a card, deal 3 melee damage and draw a card, or I can become immune to a certain type of damage until my next turn....

This is getting rough. I was hoping Devastating Aurora would not be drawn. Although, I would rather that card hit us early game rather than later.
Don't forget, there's another one in the deck.

From gallery of ColtsFan76


I discard Thermal Shockwave.
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Re: SotM Game 1 - Break of Dawn
Khedron wrote:
AzureiX wrote:
Right now, my hand is pretty bad.
I don't have anything that would give me any powers.
I can either reduce damage by 1, let us all draw a card, deal 3 melee damage and draw a card, or I can become immune to a certain type of damage until my next turn....

This is getting rough. I was hoping Devastating Aurora would not be drawn. Although, I would rather that card hit us early game rather than later.
Don't forget, there's another one in the deck.

From gallery of ColtsFan76


I discard Thermal Shockwave.

Yup, I know that there is two, but this lowers the chance that it'll be drawn again until later....
Although, I'm hoping that if it's drawn by then that we'll be already close to defeating her.
This is all down to a gamble....
Can we strategize better than a deck's draw luck?
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brian
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Re: SotM Game 1 - Break of Dawn
Discard Grievous Hail Storm.

To answer Visionary, my hand now sucks as well. I have 2 Reclaim from the Deep and that is all. When I play those, it will put a card from discard back on your deck so it will be the next card you draw after I play it. In case that is something you'd rather I not play right now.

Card draws would be good. Galvanize would be good and to get back Inspiring Presence. I'll keep using Squall as my Power until something better comes along.

-Tempest
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Paul DeMartino
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Re: SotM Game 1 - Break of Dawn
Here's the complete environment and villain turns with status as of the beginning of Legacy's turn.

From gallery of ColtsFan76


Start!

Nothing happens.

Play!

Megalopolis plays Impending Casualty

End!

Visionary discards Mind Spike
Impending Casualty is destroyed

From gallery of ColtsFan76


Start!

2/3 Citizens in Play

Citizen Dawn plays Return with the Dawn (Channel The Eclipse)

Play!

Citizen Dawn plays Devastating Aurora (sorry guys)
Inspiring Presence is destroyed
Twist the Ether is destroyed
Impale is destroyed
Isothermic Transducer is destroyed
Fortitude is destroyed
Elemental Subwave inducer is destroyed

End!

Citizen Dawn plays Luminous Leadership
Citizen Dawn does no damage to herself
Citizen Dawn plays Citizen Tears (Return with the Dawn)

Legacy discards Danger Sense
Absolute Zero discards Thermal Shockwave
Tempest discards Grievous Hail Storm
The Visionary discards Psychic Maelstrom


Status at the end of 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: 05
Deck: 15
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing
Return with the Dawn ** Ongoing
* Luminous Leadership Ongoing
Citizen Tears Citizen HP: 5/5

Megalopolis

Deck: 12
In Play: 00
Discard: 03

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 31
In Hand: 03
In Play: 00
Discard: 06

Absolute Zero
HP: 19/29

Deck: 31
In Hand: 03
In Play: 00
Discard: 06

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 33
In Hand: 02
In Play: 00
Discard: 05

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 29
In Hand: 02
In Play: 00
Discard: 09
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Re: SotM Game 1 - Break of Dawn
Matchstickman wrote:
ColtsFan76 wrote:
Discard Grievous Hail Storm.

To answer Visionary, my hand now sucks as well. I have 2 Reclaim from the Deep and that is all. When I play those, it will you may put a card from discard back on your deck so it will be the next card you draw after I play it.

-Tempest
It's optional, Tempest can play it purely to draw a card!
Understood. But I wanted it to be clear it isn't drawn into hand for them (for me I could) so if they were hoping to draw something new while still getting a discard back, it wouldn't work that way. So if it was better off to delay, then I would delay.
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


Start: Nothing
Play: Bolster Allies
- Everyone, including myself, will draw a card.
Power: Galvanize
End: Draw one card.

That's as much as I can do, guys. I'll have to leave the rest to you!
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Re: SotM Game 1 - Break of Dawn
The 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: 05
Deck: 15
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing
Return with the Dawn ** Ongoing
* Luminous Leadership Ongoing
Citizen Tears Citizen HP: 5/5

Megalopolis

Deck: 12
In Play: 00
Discard: 03

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 29
In Hand: 04
In Play: 00
Discard: 07

Absolute Zero
HP: 19/29

Deck: 30
In Hand: 04
In Play: 00
Discard: 06

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 32
In Hand: 03
In Play: 00
Discard: 05

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 28
In Hand: 03
In Play: 00
Discard: 09
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Re: SotM Game 1 - Break of Dawn
I need a reshuffle! More of the same. shake At least what I just discarded, I drew!

So I'll be able to do 2 point of damage to everyone and plan on doing so. they will recover 1 each. So if you can hit Tears for a couple points, AZ, that would be good. Then we can wipe them next turn.

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


START: Nothing

PLAY: I play Cold Snap.

POWER: Nothing

DRAW: I draw a card.

END: Nothing

Cold Snap should be enough to take out Citizen Tears next turn.
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


START! Nothing

PLAY! Reclaim from the Deep - Please send our trash piles back to us so we can select.
-Draw selected card into my hand.

POWER! Squall
-Target: All non-Heroes
-Projectile Damage: 1 plus 1 from Legacy's Galvanize = 2 Damage each: Citizen Dare down to 1 HP; Citizen Tears down to 3 HP

DRAW! 1 card

END! Nothing
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Re: SotM Game 1 - Break of Dawn
The 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: 05
Deck: 15
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing
Return with the Dawn ** Ongoing
* Luminous Leadership Ongoing
Citizen Tears Citizen HP: 5/5

Megalopolis

Deck: 12
In Play: 00
Discard: 03

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 29
In Hand: 04
In Play: 00
Discard: 07

Absolute Zero
HP: 19/29

Deck: 29
In Hand: 04
In Play: 01
Discard: 06

Absolute Zero - In Play:
* Cold Snap Ongoing, Limited

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 32
In Hand: 03
In Play: 00
Discard: 05

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 28
In Hand: 03
In Play: 00
Discard: 09
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


Picking Inspiring Presence from the trash to put on top of my Hero deck.
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


I retrieve Onboard Module Installation with Reclaim from the Deep.
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


Lightning Slash - I'll draw this before my end of turn draw.
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Re: SotM Game 1 - Break of Dawn
Not the lightning I was hoping to draw, but we'll take it.

-Tempest
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Re: SotM Game 1 - Break of Dawn
ColtsFan76 wrote:
Not the lightning I was hoping to draw,
But it's the lightning you deserve!

(Sorry, every game needs a bad quote.)
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


I choose Precognition for my Reclaim from the Deep card.
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Re: SotM Game 1 - Break of Dawn
MacMog wrote:
ColtsFan76 wrote:
Not the lightning I was hoping to draw,
But it's the lightning you deserve!

(Sorry, every game needs a bad quote.)
Careful... One of those chains may come your way. devil
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Re: SotM Game 1 - Break of Dawn
The status at the end of Tempest'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: 05
Deck: 15
Discard: 05

Citizen Dawn - In Play:
Citizen Dare Citizen HP: 3/3 LOWEST VILLAIN TARGET
* Channel The Eclipse ** Ongoing
Return with the Dawn ** Ongoing
* Luminous Leadership Ongoing
Citizen Tears Citizen HP: 5/5

Megalopolis

Deck: 12
In Play: 00
Discard: 03

Legacy
HP: 18/32 LOWEST HERO TARGET

Deck: 30
In Hand: 04
In Play: 00
Discard: 06

Absolute Zero
HP: 19/29

Deck: 30
In Hand: 04
In Play: 01
Discard: 05

Absolute Zero - In Play:
* Cold Snap Ongoing, Limited

Tempest
HP: 21/26 HIGHEST HERO TARGET

Deck: 31
In Hand: 04
In Play: 00
Discard: 05

The Visionary
HP: 21/26 HIGHEST HERO TARGET

Deck: 29
In Hand: 03
In Play: 00
Discard: 08
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Re: SotM Game 1 - Break of Dawn
From gallery of ColtsFan76


Start: nothing

Play: Prophetic Vision
Effect: Look at the top 3 cards of the environment deck; put 1 on the top and 2 on the bottom.



Stalling here to give the Game Custodian time to send me the environment cards and the players time to suggest who I should Enlighten.

Arguments for:
Legacy or Absolute Zero: gets their Reclaimed cards into their hands one turn sooner = always nice, but maybe not the most useful. Advantage Absolute Zero: might find a card that can destroy Dawn’s ongoings.

Tempest: do you have anything immediately useful in your hand? You can Reclaim another copy of Reclaim (an advantage over the Argent Adept’s Vernal Sonata) so you could, hypothetically, recycle the two copies a couple times to retrieve all our useful stuff from the trash. (I would like Twist the Ether back, though I’d likely hold onto it until we find the other Devastating Aurora.) Also: you might find a card to destroy ongoings.

The Visionary: kinda low on cards, and I’d like to find another Precognition or Twist the Ether. I'll get Precognition back when I draw, though, so I have something useful for a turn or two.

Leaning towards Absolute Zero or Tempest currently, with The Visionary the fallback if both of them don't want it.

Also, with all this discarding, did anybody keep any cards that can damage the villain? Citizen Tears will force one last discard from each of us before we can kill her, and my special effect cards seem more useful than my one damage card, so I'll toss the damage unless I draw something less useful. Squall alone won't keep the Citizens in line.

Forgot to mention: going to a friend's for the evening. I'll resolve Prophetic Vision and choose the Enlighten target when I get back, after midnight Eastern. I'll post strategy thoughts then, too.
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Re: SotM Game 1 - Break of Dawn
I can always play "Thokk!" which would let me draw a card, but with that said, I wouldn't be able to play Inspiring Presence.
I really need to find The Legacy Ring to allow me to get some powers going, but unfortunately, I don't have Motivational Charge on the field yet.

As for who to Enlighten, I highly suggest one of the other two. Definitely not me at this point. We need to get rid of some of these Ongoings that Dawn has on the field.

Situation 1:
I could play "Thokk!" ... drawing Inspiring Presence, and then, I could Galvanize. I would draw a second card to end my turn hoping that it'll be something useful.

Situation 2:
I play Surge of Strength to give myself a boost for future damage. I would Galvanize still, and draw Inspiring Presence.

Situation 3:
I play Flying Smash to put damage on one Citizen and Dawn. I would still use Galvanize, and then, I draw Inspiring Presence to end my turn.


Which would you guys seem to be the most helpful? Then again, I guess we have to wait until the Environment cards and Villain turn takes affect. Personally, I'm leaning towards Situation 1 since it would allow me to draw more cards and put some damage on the Citizen. I most likely already know what I want to discard from the Citizen's effect.

- Legacy
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