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New monsters battle - for SCIENCE!
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1955
Location: Groningen

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PostPosted: Sat Mar 29, 2014 8:04 pm GMT    Post subject: New monsters battle - for SCIENCE! Reply with quote

Gaaah! I've had it with lurking! I NEED TO ROLL SOME DICE!
(Aahh, that was liberating)

Anyway, I'd like to create some knowledge on these boards and see some of the new monsters in action. So I've put together a nice little army centring around one of them. Now I'm looking for an opponent with a standard army that includes a bit of the new monsters as well. You don't need to go all out, two of them is probably enough.

So, who is up for a game? I'll try do keep it relatively slow paced, as should still be rather busy. Still, an occasional die-roll is better than nothing. (I can maintain the board, as I love dong so)


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cliffwiggs
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PostPosted: Wed Apr 02, 2014 10:36 am GMT    Post subject: Reply with quote

I have an army built around the behemoth that I've played online, but I bet I could make one for another of the new monsters.

so I'll be slow,but if no one else is available I'll play ya. I can't swear I'll stay with just 2 of the new monsters though.
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DialFforFunky
rare



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PostPosted: Wed Apr 09, 2014 7:04 am GMT    Post subject: Reply with quote

Excellent! Slow is preferred rather than an issue. Also, you can build whatever you want - as long as it has a few new monsters in it, it is great.

Here is my undeployed army.


Turn Sequence: Cliffwiggs, DialFforFunky

Assembling armies
************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home
Frontier
Cliffwiggs's Home
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



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cliffwiggs
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PostPosted: Wed Apr 09, 2014 9:48 am GMT    Post subject: Reply with quote

Here is mine. I think I did this right. I'll trust that your setup was already done and won't be affected by mine.



Home - Highland Standing Stones
2 Lurker In the Deep
1 Adept
3 Infiltrator

Frontier - Highland Castle
1 Adept

Horde -
2 Lurker In the Deep
3 Infiltrator

Summoning Pool -
2 Red Wyrm
6 Black Dragonscout
6 Red Dragonscout
4 Highland Woods
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PostPosted: Wed Apr 09, 2014 7:27 pm GMT    Post subject: Reply with quote

Since I'm going to be going to Pax let me go ahead and post my horde roll.

Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Cloak
Infiltrator - 5 Melee
Infiltrator - 4 Counter
Infiltrator - 4 Counter

well, that was anti climatic. Those should've been an average of 3 to 11, not zero.

if you choose to go first, I'll take my terrain.

If you need me before Monday I'll try to post from the convention.
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DialFforFunky
rare



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PostPosted: Thu Apr 10, 2014 6:51 am GMT    Post subject: Reply with quote

Interesting army, I'm curious to see how it will do! As for the placement: I already put them in place before putting up the board, then had a weird brain-wave and thought it would somehow be 'more correct' to have them bunched up at first... Also, I seem to have forgotten a Death Mage.


Before any rolls are made:

Assembling armies
************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home
Frontier
Cliffwiggs's Home
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



Horde Roll



Result: 8 maneuver


The frontier will be the Swampland Castle, you can have the first turn.

Terrain rolls:
Home:
Frontier: reroll


Turn Sequence: Cliffwiggs, DialFforFunky

Turn 1
************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier

(Castle)
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


edit: I almost forgot one of the most important things: good luck and have fun!
edit 2: now with added colours! If they hurt your eyes, just let me know and I'll change it back.
When adding colours, a story about the battlefield regularly pops up in my mind, which I try to reflect in the colours that I pick. In this case: a natural border - an abandoned Morehl™ castle standing atop of a rocky mountainous ridge that separates the lands. On the one hand the dry desert highlands, on the other the damp marshes. A Morehl™ scouting patrol has been sent to investigate the possibilities of reclamation of their castle. But upon approach, they discover that rivalling evil has slithered in from the swamps, and has taken residence. The area has been thoroughly tainted by death, and the Trog™ have set up numerous traps to discourage anyone from approaching. In order to clean out the keep, the Morehl™ launch a surprise assault aided by their dark allies from underneath the mountains.

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cliffwiggs
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PostPosted: Wed Apr 16, 2014 9:13 am GMT    Post subject: Reply with quote

I've never played this army. It may fail spectacularly. I like the 'story' behind it Smile

Rolling my home terrain I got:
Highland Standing Stones - 2 Magic

So, nothing like being out of position with respect to terrains...

First march at your home.

Maneuver Attempt:
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Maneuver
Infiltrator - 5 Melee
Infiltrator - 5 Maneuver
Infiltrator - 4 Counter

9 maneuvers, where was that during my previous horde roll?
but it's more than a single die can prevent so I know I won.

Turn the terrain up to 2(still magic)

Take a magic action:
Lurker in the Deep - 4 Maneuver
Lurker in the Deep - 4 Cloak
Infiltrator - 3 ID
Infiltrator - 3 ID
Infiltrator - 5 Maneuver

wow. 10 red/black. I don't like trusting dragons to do my work for me, but...

7 red to summon one of my fire wryms to the frontier (a little cleansing fire)
3 black to cast Palsy on your frontier army.

Second march at my home.
Manevuer attempt:
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Magic
Infiltrator - 3 ID
Infiltrator - 5 Maneuver
Infiltrator - 1 Melee
Adept - 1 Magic

I think I just wated my magic roll, but 8 maneuvers.

If I win I'm going up to Three, which is still magic.

so a magic action:
Lurker in the Deep - 4 ID
Lurker in the Deep - 4 Maneuver
Infiltrator - 5 Maneuver
Infiltrator - 5 Maneuver
Infiltrator - 4 Counter
Adept - 2 Magic

Yup, what I expected, here are my manuevers I needed before.
10 Red or 6 black.

7 red to summon my other fire wyrm to the frontier.
2 red to cast Ash Storm at the frontier.

Reserves:
Retreat the Adapt from the frontier. Everyone else stays.

EOT.

So pending for that turn is the maneuver at my home.

Now begining of your turn.
You have no dead units so you can't attempt to mutate me.
so I will go ahead and roll my wyrms against your frontier.

Fire Wyrm - 1 Treasure (which is good for nothing to you)
Fire Wyrm - 3 Tail => Fire Wyrm - 3 Tail => Fire Wyrm - 6 Claw

So save against 12 (but you are at a -2 due to spells)
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DialFforFunky
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PostPosted: Wed Apr 16, 2014 5:16 pm GMT    Post subject: Reply with quote

If this is being out of position, I wouldn't mind being out of position more often Wink.

I'll allow the maneuver at your home. Board at the start of my turn:


Turn Sequence: Cliffwiggs, DialFforFunky


Turn 1

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier


(Castle)

Ash Storm
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Palsy
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


My first turn:

  • Spell and effect expiration: none
  • Initial Effects Phase: none
  • Dragon Attack Phase:

    Dragons: 12 damage

    Dragon Attack combination roll:



    Well then. That could've gone worse. 16 cantrip.

    6 black - Open Grave
    4 gold - Path an Infiltrator from your home to the Frontier.
    6 black - Summon Dragonkin (Black Dragonsentry)



    I have 2 saves, so I take 10 damage. A Death Mage, the Swamp Wizards and a Bog Adepts move to reserves.


  • First March: @ reserves
    Action: Magic


    Result: 13 magic

    2 gold - Stoneskin on my army at the Frontier
    10 green - 5 Watery Double on my army at the Frontier


  • Second March: @ the frontier
    Maneuver: yes, up to 7
    Action: none


  • Reserve Phase:
    Reinforce: All mages move back to the Frontier
    Retreat: all units from both my home and yours move to reserves.
  • Spell and effect expiration: none

End my turn



Turn Sequence: Cliffwiggs, DialFforFunky

Turn 2

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier


(Castle)
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Open Grave
Stoneskin
5 Watery Double
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



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cliffwiggs
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PostPosted: Thu Apr 17, 2014 6:51 am GMT    Post subject: Reply with quote

wow, impressive cantrip roll. I should've thought this through a big more...

gotta run to a meeting for now.

will post my turn later.
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PostPosted: Mon Apr 21, 2014 10:43 am GMT    Post subject: Reply with quote

So, I wasted my first turn (and maybe the game) by not thinking it through.

You have entirely too much black and gold for me to get into a magic battle with you.

and the 4 turns (8 with mires) it would take me to run the highland up to an 8th gives you way too much time to kill half (or all) my army with FoD. and you will just steal the other terrain from me.

so I don't want to fight in the swamp, but I am in a position where I can't.

So, I'm reversing my previous turn...

First march
At my home, uncontested down to 2,
Magic
Lurker in the Deep - 4 Counter
Lurker in the Deep - 4 Cloak
Infiltrator - 5 Melee
Infiltrator - 5 Maneuver
Infiltrator - 4 Counter
Adept - 1 Magic

5 Magic -

FoD on a Bog Runner

Second March
At your home, uncontested down to 1,
Magic
Lurker in the Deep - 4 ID
Lurker in the Deep - 4 Volley
Infiltrator - 3 ID
Infiltrator - 5 Maneuver
Infiltrator - 4 Counter

7ID (with no colors in common with the terrain...)

Dancing lights on your army at the frontier

Reserves
Reinforce the Adapt to the frontier.
Retreat all other units to reserves.

EOT

I'll roll the dragons just to save time, though some things will happen prior to that.

Fire Wyrm - 6 Claw
Fire Wyrm - 0 Belly
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DialFforFunky
rare



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PostPosted: Mon Apr 21, 2014 2:24 pm GMT    Post subject: Reply with quote

Are you sure you aren't going to spend those last 2 points of magic?


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PostPosted: Tue Apr 22, 2014 8:41 am GMT    Post subject: Reply with quote

In my first magic action I had one point left over. There are no one point spells.

In my second magic action I had one point left over. There are no one point spells.

and I can't save them from one magic action to another.

Is that what you were referring too?
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DialFforFunky
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PostPosted: Tue Apr 22, 2014 2:59 pm GMT    Post subject: Reply with quote

The thing I was trying to (too) subtly to hint toward is that you can double your black magic because my Bog Runner is in the DUA. That leaves Ashes to Ashes open, which in turn will prevent a potential 4-health swing in power from me playing Swamp Stalkers. It's a small oversight, but the consequences could be so significant that I'd thought it fair to mention it.


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PostPosted: Wed Apr 23, 2014 7:23 am GMT    Post subject: Reply with quote

Yeah and I could double the black and bury the unit.

but I didn't notice it and maybe your swamp stalkers won't mutate me.

It was my mistake, so I'll live with it.

it's what we would do in an IRL game.
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DialFforFunky
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PostPosted: Wed Apr 23, 2014 10:49 am GMT    Post subject: Reply with quote

Turn Sequence: Cliffwiggs, DialFforFunky

Turn 2

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier


(Castle)
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

5 Watery Double
Dancing Lights
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


  • Spell and effect expiration:
    Open Graves and Stoneskin expire
  • Initial Effects Phase:
    Racial abilities: Mutation! I target one of your Infiltrators.


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PostPosted: Wed Apr 23, 2014 11:14 am GMT    Post subject: Reply with quote

Infiltrator - 3 ID

He survives!
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DialFforFunky
rare



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PostPosted: Wed Apr 23, 2014 12:03 pm GMT    Post subject: Reply with quote

  • Dragon Attack Phase:
    6 damage + Belly

    Dragon Attack Combination Roll:



    Result: Buh. 4 + 5 = 9 saves


  • First March: @ reserves
    Action: Magic



    Result: 4 magic

    3 black - Reanimate Dead on the Bog Runner


  • Second March: @ the Frontier
    Maneuver: Yes



    Result: 3 x 2 = 6 maneuver

    I'll capture the Castle, turning it into a Temple for my dark minions!

    Action: Magic



    Result: 19 / 2 = 9. I double one Id for 6 gold magic, giving me 12 in total.


    4 black - Deadlands targeting the frontier.
    2 green - Watery Double targeting my army at the Frontier
    6 gold - Summon Dragonkin (Dragonscout and Dragontroop)


  • Reserve Phase:
    Reinforce: Everything moves from reserves to the Frontier
  • Spell and effect expiration: 5 x Watery Double expires

End my turn

Turn Sequence: Cliffwiggs, DialFforFunky

Turn 3

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier


(Funky Temple)
Deadlands
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Watery Double
Dancing Lights
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



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PostPosted: Fri Apr 25, 2014 7:57 am GMT    Post subject: Reply with quote

ok, the game should start winding down and getting bloody soon.

First the dragons against my lamb.

Fire Wyrm - 6 Claw
Fire Wyrm - 3 Tail => 6 Claw

Poor little guy, he was so scared he didn't even get to roll.

First (and only march)
Magic in reserves.


Lurker in the Deep - 4 Cantrip
Lurker in the Deep - 4 Cantrip
Lurker in the Deep - 4 Cloak
Lurker in the Deep - 4 Maneuver
Infiltrator - 5 Melee
Infiltrator - 5 Melee
Infiltrator - 5 Maneuver
Infiltrator - 5 Maneuver
Infiltrator - 1 Maneuver
Infiltrator - 4 Counter
Adept - 1 Magic

wow guys, you really want it huh?

13 red/black (from reserves)

Poor little lamb is gonna have to stay dead.

4 burning hands on 4 of the Infiltrator's

Move ALL units (but the one dead lamb) to the frontier. Let's rock!

EOT

I know that you will bury the guy, go for it.

Then the dragons.
Fire Wyrm - 5 Flame Breath
Fire Wyrm - 6 Claw

yea, a breath! (finally)
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PostPosted: Fri Apr 25, 2014 10:51 am GMT    Post subject: Reply with quote

Turn Sequence: Cliffwiggs, DialFforFunky

Turn 4

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
(BH) (BH) (BH) (BH)
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier


(Funky Temple)
Deadlands
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Watery Double
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


  • Spell and effect expiration: none
  • Initial Effects Phase:
    Eighth face special location icon abilities: the Temple forces the Adept to be buried.
  • Dragon Attack Phase:

    Dragon attack:
    Breath + 6 melee
    The Dragonkin will be the targets for the breath. They are sent to the BUA.

    Dragon attack combination roll:




    Result: 10 melee, 14 + 1 save
    One dragon is slain

  • First March: @ the Frontier
    Action: Magic. I'll play it safe for at least one more turn.



    Result: 13 magic, double Id's for 19 in total

    12 black - Finger of Death on an Infiltrator with Burning Hands
    5 gold - Transmute Rock to Mud on your army at the Frontier
    2 green - Watery Double on my army at the frontier.

    Lame! But functional...


  • Reserve Phase: nothing
  • Spell and effect expiration: a Watery Double expires.

End my turn

Turn Sequence: Cliffwiggs, DialFforFunky

Turn 5

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
(BH) (BH) (BH)
TRtM
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier


(Funky Temple)
Deadlands
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Watery Double
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

BH = Burning Hands
TRtM = Transmute Rock to Mud

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PostPosted: Fri Apr 25, 2014 11:02 am GMT    Post subject: Reply with quote

the dragon breath only does 5 points, so your common dragonkin would've survived.

Remaining dragon attacks

Fire Wyrm - 6 Claw

Response:

Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Volley
Lurker in the Deep - 4 Fly
Infiltrator(BH) - 1 Maneuver
Infiltrator(BH) - 1 Melee
Infiltrator(BH) - 4 Counter
Infiltrator - 5 Melee
Infiltrator - 1 Maneuver
Adept - 1 ID

Saves - Volley,Fly,Counter (more than enough)
Missile - Volley (not enough)
Melee - 1Melee doubled (waste of a BH)+counter,5melee (Dead Dragon)

Dragon gone, BH wasted, no promotion since I didn't bring an uncommon.

first and only march

maneuver attempt!

Lurker in the Deep - 4 Counter
Lurker in the Deep - 4 Counter
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Maneuver
Infiltrator(BH) - 3 ID
Infiltrator(BH) - 5 Melee
Infiltrator - 5 Maneuver
Infiltrator - 1 Maneuver
Infiltrator - 1 Melee
Adept - 1 Magic

13-6 = 7 maneuvers (oh scary!)

either way, ATTACK!
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Volley
Lurker in the Deep - 4 Fly
Lurker in the Deep - 4 Fly
Infiltrator(BH) - 1 Maneuver
Infiltrator(BH) - 1 Melee (UGH!)
Infiltrator - 3 ID
Infiltrator - 5 Melee
Infiltrator - 4 Counter
Adept - 1 ID

1*2+3+5+4 = 14 melee.

Bring it on!
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
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