Plot Card #1: Blunt the AttackYou have been called to join the main army forces in stopping the forward advancement of a major enemy force. During the battle you find yourselves squared off against an Enemy Captain and his forces.Enemy Units:Captain Karus: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 3, Magic 3. HP 15/15
Magitech Mech: Melee 3 Attack against positions 1 & 3. Defenses: Melee 3, Ranged 2, Magic 4. HP 12/12
Infantry: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 2, Magic 4. HP 7/7
Infantry: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 2, Magic 4. HP 7/7
Retreat: Moderate Work challenge ( 8 )
This is a combat challenge. It will go until all enemy troops are defeated, you retreat, or all of you are defeated.
Combat Determine Party Order Combat Rounds until Victory/Retreat/Defeat
Discard - Players may discard any remaining cards in their hand (Except Wounds)
Draw - Players draw back up to their hand limit (Usually 5 Cards)
Armor Cards may be played during this phase to Discard Damage cards & Draw new ones. They are then returned to the player's hand.
Repair & Heal cards may also be played at this time
If a Player has ONLY Damage and/or Wound cards they are Defeated and cannot participate in the encounter
Enemy Units Attack Players play Defensive/General cards (General cards are Draws, Discards, etc), and may use Defensive Abilities
Players take Damage and Wound cards as needed for any damage that gets through
Players Play Offensive/General cards and Abilities OR Players Retreat Remove Health from damaged enemies
Remove enemies with 0 health counters
If All enemies are defeated, Gain White Token
If Retreated, Gain Black Token
If ALL players are Defeated, game is over
So, first up you'll have to decide what order you're going to be in at the start of the fight. Keep in mind that whoever is in position 1 is going to get hit by every single attack (bad luck, that), so make sure it is someone with good melee defenses.
After that you guys get a discard and draw phase.
The Enemy units get to attack before you do, so you'll need to plan out all of your defenses.
Keep in mind that you can change positions after combat has started at any time by discarding a card to move one space.
CharactersFurtukaHuntsmaster
Hunter
Emerald Star
Longstrider Upgrade
Hunters Hawk
Crack
Place this card on an Enemy. All of its Defenses are reduced by 1
Stays in Play
Work 3
Cripple
Place this card on an Enemy. That Enemy's Attack is reduced by 1
Stays in Play
Work 2
Mortal Blow
Ranged Attack 2
Chain End - + Attack 3
Diplomacy 3
Parry
Melee Defense 1
Diplomacy 1
Pin
Ranged Boost +1
Diplomacy 1
Feint
Melee Boost +1
Wealth 1
notquitethereDoctor
Hammer
Foe Cleaver
Medical Kit
Impact Armour
Healing
One Player may remove a Wound card from their Deck
Wealth 3
Repair
One Player may remove a Damage card from their Deck
Work 3
First Aid
One Player may Discard a Wound card and Draw 1
Wealth 1
Impact Field
Draw 1 for Every Damaged in Discard
Repair
One Player may remove a Damage card from their Deck
Work 3
Pin
Ranged Boost +1
Diplomacy 1
Strike
Melee Attack 1
Diplomacy 1
EagleVOnyx knight
Guardian
Hand of Destruction
Defensive Field
Magic Capacitors
Lightning Strike
Magic Attack 3
Wealth 3
Quick Thinking
ANY
Discard 1
Draw 2
Aid
Melee/Ranged/Magic Boost +1
Diplomacy/Wealth/Work 1
Meteor
Magic Attack 2 ALL
Work 3
Spark
Magic Attack 1
Wealth 1
Shunt
Magic Defense 2
Wealth 2
VareeTopaz knight
Centurion
Ancestral swords
Engineering kit
Etheric beacon
Jury Rig
One Player may discard a Damage card and Draw 1
Draw 1
Work 1
Etheric Communication
Discard X & Draw X Cards ANY
Disarm
Melee Defense 3
Wealth 3
Defensive Screen
Magic/Ranged Defense Boost 1
Wealth 2
Strike
Melee Attack 1
Diplomacy 1
Feint
Melee Boost +1
Wealth 1