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Saturday, June 14, 2014

Party Raid Sample Turn 1

     Here's a sample of the first turn of play of a Party Raid game.

    We have four players (fighter, rogue, priest and wizard) and one raid boss (Diniloth, the Necromancer).  This is the start of the game, so Diniloth builds an encounter by placing some monsters and equipment on the field.  He plays a treasure chest with some cards beneath it, a table, and a hoarding ghoul with a card underneath it.  These cards could be treasures, traps, or spells, but he had to build the encounter using only ten power, so anything is possible.

   The players draw their cards and the fighter starts.  He discards a card to give him one untapped tactic.  He taps this to play Defensive Stance, which gives him 5 defense point (the fighter's chosen resource), and then plays The Art of War, a zero cost spell that gives him a tapped tactic, so at the end of the first round, he has two tapped tactics and five defense points.  He chooses to play cautiously and not attack the ghoul or the treasure chest.

   The rogue plays next, discarding a card to give him an untapped energy.  He plays shadow bomb, a 1 energy card that gives him 5 stealth, and ends his turn without attacking.

    The wizard plays next, discarding a card to give him one untapped mana.  He uses it to play Library Research, a card that gives him five spellbook pages.  He then uses one of his wizard's abilities to sacrifice four of those pages to draw a card.

     The priest is up next, sacrificing a card to gain one untapped divinity.  He has a good first hand, and plays two Divine Favors, which similar to the fighter's Art of War, gives him a tapped divinity each.  He ends his turn with two tapped and one untapped divinity.

     The monster goes next.  The hoarding ghoul reveals that he has an uncommon treasure: Mirorred Shield.  Treasures allow the raid boss to play more powerful encounters, reducing monster costs by their cost (3 in the cast of the mirrored shield).  The hoarding ghoul has a special ability where it can equip any treasure assigned to it for free, and it increases its health by each point of the treasure's cost (3 in this case).  The ghoul attacks, hitting the priest for 2 damage (4 damaged reduced by 2 because of the priest's 2 defense), bringing him down to 14 health left (having started with 16).  Diniloth also plays a spell, Desecration, which gives the ghoul (and any other undead type monsters) +1 damage reduction.

   Turn 2 starts.  The fighter discards again, and uses two of his three tactics to play Parry. This card gives him the ability to make a basic attack against an enemy that strikes him.  He also makes a basic attack against the ghoul, dealing 4 damage, but since the ghoul has been placed behind a table, the damage is dealt to the table first, destroying it.

   The rogue discards to give him two total untapped energy.  Seeing the treasure chest, he decides that whatever treasure is in it could be useful, but there's a chance it is empty and the card beneath it is a trap.  He uses his two energy to play disarm, which can destroy all basic traps.  The spell fails, and Diniloth reveals the treasure chest is actually a mimic, which gets a free attack against the rogue when it is revealed.  The rogue takes 4 damage, but decides to use his special ability.  He discards all his stealth counters and has a 5% chance per counter to evade the attack.  He rolls and succeeds, leaving him at 12 total health (his initial total).

   The wizard discards to gain a second mana token.  He uses both to cast Bear's Strength on the fighter, giving him +4 attack.  This is a powerful spell, but has a persist cost of 1, requiring 1 mana each turn to keep it in effect after it is played.  Luckily this cost won't be paid until next turn.  The wizard also has drawn a Mana Vent card, which he plays.  Similar to The Art of War, it is a zero cost card that gives him one tapped mana.

    The priest goes last.  He discards a card to bring his divinity total up to four.  Then he casts Immortal Blessing on the fighter.  This spell costs 4, and costs 1 divinity per turn to keep in effect, but the target can ignore up to 5 damage per round.  Because by default he only deals 3 damage, and the ghoul has 3 defense thanks to the mirrored shield, he doesn't attack.

    The ghoul and mimick both get ready to attack.  The ghoul attacks the priest again, dealing another 2 damage (health 12/16), and the mimic goes after the wizard.  The fighter uses his last untapped tactic to use his special ability: intercept, which allows him to redirect a melee attack to target him instead.  The mimic deals no damage, thanks to Immortal Blessing, but the fighter gets a free attack thanks to Parry.  His base attack is 4, +4 from Bear's Strength gives him 8 attack.  The mimic has 4 defense, meaning it takes 4 damage (with 10 total health, it is down to 6).  The raid boss plays no spells this turn.

   The fighter starts his turn, discarding to give him a total of four tactics.  He plays a broadsword for 2 tactics, and equips it with another, this raises his base attack to 6.  The wizard has decided to persist his Bear's Strength, and the fighter decides to attack the mimic again, dealing 6 damage, and destroying it.

    The rogue discards to give him three total energy.  He uses one energy to play a throwing dagger, and another one to equip it (it generates one stealth when equipped and can be thrown for 2 damage, which unequips it).  He also plays another smoke bomb, giving him a total of six stealth.

     The wizard discards to gain his fourth mana token.  He has tapped one to persist Bear's Strength,   He taps another to play library research, gaining five spellbook pages for a total of six.  Finally, he plays Time Stop, a spell which costs 2 but remains in play.  It allows him to play additional spells, but each spell beyond his limit adds a counter to Time Stop.  Time Stop's persist cost is equal to the number of counters on it.

    The priest goes last, discarding to gain a fifth divinity. He pays one to persist Divine Intervention, and uses the remaining four to cast Well of Divinity, a powerful spell that generates one faith point per turn, and allows the priest to use faith points to directly pay for a spell's cost.

    The ghoul goes again, attacking the priest once more.  The fighter uses his ability, paying his last untapped tactic, to intercept, and is dealt no damage thanks to Divine Intervention.  Since Parry only lasted for one turn, he doesn't get a free attack.

More on this later.

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