Character Order is:
Varee, Eagle, Furtuka, NQT 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
notquitethere: Plays First Aid, Healing, Repair, and Repair on Varee
Varee: Discards Wound and Draws Power Surge
Removes Wound + 2 Damage cards from deck
Plays: Power Surge. Draws: Parry, Jury Rig
Discards Targeting to activate Centurian Ability on self: Discards Jury Rig. Draws: Armor
EagleV: Plays: Meteor + Lightning Strike + Power Link + Aid = 9 Magic Attack ALL
Captain Karus: Takes 6 Damage (9/15)
Magitech Mech: Takes 5 Damage (7/12)
Infantry: Takes 5 Damage (2/7)
Infantry: Takes 5 Damage (2/7)
Furtuka: Plays Crack on Captain Karus (Defenses -1), Cripple on Magitech Mech (Attack reduced by 1)
Enemy Units:
Captain Karus: Melee 3 Attack against position 1. Defenses: Melee 2, Ranged 2, Magic 2. HP 9/15
Magitech Mech: Melee 2 Attack against positions 1 & 3. Defenses: Melee 3, Ranged 2, Magic 4. HP 7/12
Infantry: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 2, Magic 4. HP 2/7
Infantry: Melee 3 Attack against position 1. Defenses: Melee 3, Ranged 2, Magic 4. HP 2/7
CharactersFurtukaHuntsmaster
Discard 1 = 1 Work
Hunter
Discard 1 = 1 Ranged Defense
Emerald Star
Discard 1 = 1 Ranged Attack
Longstrider Upgrade
Hunters Hawk
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
Evasion
Melee/Ranged Defense 2
Diplomacy 2/Work 2
Damage
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
notquitethereDoctor
MedicHammer
EngineerFoe Cleaver
Discard 1 = 1 Melee Attack
Medical Kit
Impact Armour
Impact Field
Draw 1 for Every Damage in Discard
Pin
Ranged Boost +1
Diplomacy 1
Strike
Melee Attack 1
Diplomacy 1
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
Repair
One Player may remove a Damage card from their Deck
Work 3
EagleVOnyx knight
Discard 1 = 1 Wealth
Guardian
Discard 2 = Defend
Hand of Destruction
Discard 1 = 1 Magic Attack
Defensive Field
Magic Capacitors
Spark
Magic Attack 1
Wealth 1
Shunt
Magic Defense 2
Wealth 2
Quick Thinking
ANY
Discard 1
Draw 2
Lightning Strike
Magic Attack 3
Wealth 3
Aid
Melee/Ranged/Magic Boost +1
Diplomacy/Wealth/Work 1
Meteor
Magic Attack 2 ALL
Work 3
Power Link
Magic Boost +3
Diplomacy 3
VareeTopaz knight
Discard 1 = 1 Work
Centurion
Discard 1 = Discard 1, Draw 1 ANY
Ancestral sword
Discard 1 = 1 Melee Attack
Engineering kit
Etheric beacon
Parry
Melee Defense 1
Diplomacy 1
Repair
One Player may remove a Damage card from their Deck
Work 3
Armor
Discard 1 Damaged and Draw 1
Melee Defense 1
Diplomacy 1
Strike
Melee Attack 1
Diplomacy 1
Feint
Melee Boost +1
Wealth 1
Defensive Screen
Magic/Ranged Defense Boost 1
Wealth 2
Etheric Communication
Discard X & Draw X Cards ANY
Disarm
Melee Defense 3
Wealth 3
Parry
Melee Defense 1
Diplomacy 1
Wound
Power Surge
Draw 2 Cards
Jury Rig
One Player may discard a Damage card and Draw 1
Draw 1
Work 1
Jury Rig
One Player may discard a Damage card and Draw 1
Draw 1
Work 1
Targeting
Ranged Attack 1
Work 1
We are now back to the Discard & Draw phase