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Summoned enemies break turns


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Scenario B-2.

Legendary difficulty (An Ill Wind and Bandit Raiders for wildcards)

Amiri, Harsk, Lini, Seoni.

 

Harsk is in the General Store.

Encounters a Skeleton.

Bandit Raiders kicks in and spawns a Bandit Henchman at Village House

Both Amiri and Seoni are there.

Seoni fights and defeats the Bandit...

but then the game continues on like it was her turn.

End of turn kicks to Amiri (Skeleton is still showing active on the upper left).

Amiri has her turn.

Lini has her turn.

Harsk has his turn, explores, finds the same Skeleton again.

Bandit spawns at his location and everything goes back to normal.

 

Steam version

HyphenC #8905

 

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Yep, was just coming here to add that one should never...ever...be unfortunate enough to encounter a Muck Graul with two people at the location.

 

Harsk barely survived his round. Good thing that Amiri has a Fire weapon...except it's apparently Harsk's turn again. All thanks to 4-1 spamming every encounter with Longtooth on Heroic, I suppose. Looks like I'm forfeiting this one :(

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There goes my theory (maybe).

 

Scenario 4-1, Heroic, Distractions wildcard

Harsk is at the Bridge, encounters Grazuul.

Longtooth kicks to Amiri (Waterfront).

Seoni (Scarnetti Manor) jumps in with Incendiary Cloud.

Amiri makes the check, Longtooth is defeated...

And she gets to do more stuff because apparently it's her turn now.

Once again, Grazuul card is just hanging out and when Harsk clicks on his location deck, gets to encounter him (and Longtooth) as though for the first time.

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