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  #541  
Old 02-21-2019, 02:14 PM
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Quote:
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Hey Mogri, the stored cards discarded by Unleash wouldn't activate Unholy Ward, right?
Correct: Unholy Ward is only triggered by cards used to pay for an attack.
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  #542  
Old 02-21-2019, 02:41 PM
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aturtledoesbite aturtledoesbite is offline
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Lucas: Prismatic Missile would do 5 damage; Rally only boosts damage that's actually damaging, so the 3 damage tap would still be 0.

That said, Rally/[Green] Probe/Unleash would do it. Can I ask jp to discard both to find a red?

Discard Y1.

Pass B4 to Lucas.
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  #543  
Old 02-21-2019, 03:00 PM
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Quote:
Originally Posted by aturtledoesbite View Post
Lucas: Prismatic Missile would do 5 damage; Rally only boosts damage that's actually damaging, so the 3 damage tap would still be 0.

That said, Rally/[Green] Probe/Unleash would do it. Can I ask jp to discard both to find a red?

Discard Y1.

Pass B4 to Lucas.
Lucas needs to Rally with a blue. Rally + magic missle + unleash should do the trick, though. Hence my holding onto the poiple.

Misread, I get it, probe with a green. Same diff and easier to pull off.

Change mine to Discard both
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  #544  
Old 02-21-2019, 08:34 PM
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discard blue

Going to give the red to turtle unless the draws are crazy.
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  #545  
Old 02-23-2019, 01:42 PM
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I think we're waiting on Mogri now.
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  #546  
Old 02-25-2019, 07:32 AM
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Warrior:


Mage:


Bard:


Paladin:


Reds? Not today.
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  #547  
Old 02-25-2019, 07:38 AM
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Hah. Good stuff. I'll give my B1 to Lucas if turtle wants to send a green to gerard instead.

edit nevermind, noticed Lucas had him covered. I'll just hang out and be dead over here. If whoever gets blasted can bring beer, that'd be cool.

Last edited by jpfriction; 02-25-2019 at 10:51 AM.
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  #548  
Old 02-25-2019, 09:51 AM
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Instead of Rally, let's see if we can get a Minor Heal. If I get healed, I can survive this Blast, and we have another turn to kill it.
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  #549  
Old 02-25-2019, 09:57 AM
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I don't have anything to give Lucas for a minor heal. Magic missile if Lucas gives me a purple.
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  #550  
Old 02-25-2019, 10:48 AM
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Yellow to Lucas
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  #551  
Old 02-25-2019, 01:05 PM
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I'll pass p3 to the mage then Minor Heal the warrior once I have his blue and the ghost's yellow.
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  #552  
Old 02-26-2019, 08:45 AM
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What's the Warrior doing?
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  #553  
Old 02-26-2019, 06:23 PM
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Pass B4 to Lucas.

Use G4 for Enrage.
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  #554  
Old 02-27-2019, 08:21 AM
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Bard heals Warrior
Warrior enrages for 3
Mage missiles for 2
Arion blasts Warrior for 3

Arion, High Cultist of the Outer Gods (20/26)



Action card: Y2 (Call to the Gods)

Warrior (turtle) - 7/8 (Cursed Shield, B5, R4, G4)
Unleash (R? R?): 3 damage. Discard all cards stored on the Warrior. Increase this attack's damage by 3 for each card discarded this way.
Enrage (Any): 2 damage. Increase this attack's damage by 1 if the card's rank is 4 or 5. You may store the card on the Warrior.
Power Attack (R5 RX): 2X damage.



Mage (Gerad) - 7/8
Magic Missile (P? P?): 3 damage to 2 targets.
Mind Probe (Any): 1 damage. If an enemy is damaged this way, peek at the top card of the Encounter Deck. You may place it on the bottom of the Encounter Deck.
Cloudkill (P3 P? Y?): Kill all enemies with less than 6 HP.
Prismatic Missile (B? G? P? R?): 5 damage. 4 damage. 3 damage. An enemy damaged by the final attack of Prismatic Missile deals 1 less damage on each attack this round.



Bard (Lucas) - 7/9
Minor Heal (B? G? Y?): Remove 2 damage from one hero.
Inspire (Any): Store the card on the Bard. At the end of the next Draw Phase, add the stored card to your hand.
Soothing Song (B? G3): Remove 1 damage from each hero.
Rally (B?): 2 damage. An enemy damaged this way takes 1 extra damage each time it takes damage until the end of the round.



Paladin (jpfriction) - 11/9
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  #555  
Old 02-27-2019, 08:56 AM
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Quit hiding all the reds, Mogri.

Discard both
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  #556  
Old 02-27-2019, 09:25 AM
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Discard B3, Rally with B4

Pretty sure if Gerad Mind Probes with his yellow and turtle Enrages with the P5 that'll finish him off (if my Rally gets in first, obviously).
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  #557  
Old 02-27-2019, 09:41 AM
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Should do, yes.

no discards, give red to turtle, mind probe
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  #558  
Old 02-27-2019, 10:22 AM
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Oh yeah, cool.

Bring my paladin back to life, you jerks.
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  #559  
Old 02-27-2019, 11:46 AM
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Yep, that'll do it.

Enrage with P5
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  #560  
Old 02-27-2019, 12:09 PM
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Yep, no discards needed. You could have done 7 if you enraged with jpfriction's Y4, but nah, it's fine.

Victory

Regular spoils: 13
Boss spoils: 11
Living heroes: 8
Final score: 32


It was a pretty clean run! There were only two major misplays, I think, and neither one came back to bite you: first, replacing R1 with the R4 spoils -- I would have replaced G1 instead. With all the trouble you had pulling reds in the last battle, every little bit helps. (You didn't draw G1 in the last two turns, either, though, so it probably wasn't relevant.)

The other one -- I would have run the Labyrinth to get G5 out of the deck seeing that Arion was the boss. That's a 10-damage attack! Fortunately, it never came up, although it would've been the next card.


During the course of the game, the publisher came back with a list of things they'd like to see, and the short version is while the cards aren't going to change much, the rules are going to change quite a bit: the core game remains the same, but some of the finer details (especially around player scaling) are getting reworked. That's still a work in progress, but if you do see Deck of Many Dungeons on the shelves in a year or two, you'll probably want to give the rules another read.

Thanks for playing!
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  #561  
Old 02-27-2019, 12:24 PM
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That was pretty fun, thanks Mogri!

I’d be curious to see how this plays live. I could definitely see a tendency for someone to just take charge and tell everyone what to do given there always seemed to be a “right way” to play each turn. That’s true of pretty much every co-op game, though.
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  #562  
Old 02-27-2019, 04:34 PM
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Quote:
Originally Posted by jpfriction View Post
I’d be curious to see how this plays live. I could definitely see a tendency for someone to just take charge and tell everyone what to do given there always seemed to be a “right way” to play each turn. That’s true of pretty much every co-op game, though.
I can promise you I was absolutely doing my best to not do this (not that my ideas were always right, anyway); the potential is definitely there. I don't know how you put a stop to it, though.
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  #563  
Old 02-27-2019, 04:34 PM
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Yeah, thanks for running it for us, Mogri!

It's definitely an extremely crunchy game. I was struck by just how different the tone of this thread was compared to the Root thread.
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  #564  
Old 02-27-2019, 04:35 PM
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Quote:
Originally Posted by aturtledoesbite View Post
I can promise you I was absolutely doing my best to not do this (not that my ideas were always right, anyway); the potential is definitely there. I don't know how you put a stop to it, though.
I'm not sure there is a way without either heavy table policing or just making all the players' cards private information.
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  #565  
Old 02-27-2019, 04:41 PM
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Quote:
Originally Posted by aturtledoesbite View Post
I can promise you I was absolutely doing my best to not do this (not that my ideas were always right, anyway); the potential is definitely there. I don't know how you put a stop to it, though.
Oh yeah, I wasn’t trying to call anyone out. This worked really well as a forum game as there was usually plenty of time for everyone to ponder and make a suggested play.
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  #566  
Old 02-28-2019, 07:58 AM
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I enjoyed other people laying out the team plan; especially at the start of the game I really only knew how to use my own abilities, not everyone's.

Thanks for running, Mogri, this is a cool game! Reminds me a lot of your 7th saga-esque game, which was kind of a puzzle masquerading as an RPG (and was also one of my favorite things ever).
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