Synopsis: The Defense of Woodhome is a level 6 module in the online game Card Hunter and is the first special edition treasure hunt in the game. Special edition means it costs pizza to purchase and gives above average treasure when you complete it. It also is notably more difficult than the average module. The reward is great, but if you don’t come prepared you will never get it.
Enemies in Module:
Zombies – Zombies are minions and like all minions in Card Hunter, can only attack once per round. They have 13 hit points, a standard move speed of shuffle (1 square), and use either high damage melee attacks or low damage melee attacks that stun you heroes, preventing that hero from acting again that round
Skeleton Warriors – Skeleton warriors are minions and thus can only attack once per round. They have 10 hit points, a normal move speed of run (3 squares), and have a variety of mid to high damage attacks that mostly either penetrate armor or hit at range 2. They also have an armor card that makes them immune to slashing and piercing attacks.
Armored Skeletons – Armored skeletons are minions. They have 19 hit points, a normal move speed of run, and 5-6 damage attacks that either ignore armor or hit two targets. They have a plethora of defensive cards, including parries, armor that prevents 3 damage 50% of the time, and armor that makes them immune to slashing and piercing attacks. Occasionally they will reveal their entire hand.
Burning Skeleton – A burning skeleton is a much more deadly version of a skeleton warrior. It has 19 hit points, a standard move speed of run, most of the attacks that a skeleton warrior has, and additional attacks that causing ongoing damage. It has the same armor card that all other skeletons have that protects against slashing and piercing and will occasionally take extra damage from all attacks.
First Scenario – Woodhome Gates:
Setup – You will start the first The Defense of Woodhome mission near the bottom of a long corridor-like map. Three zombies start 4 squares below you and three more zombies start 7 squares above you.
Enemies – Zombies (6)
Strategy – Do not let a zombie attack if at all possible. The Brains! attack card which stuns your heroes is devastating and will likely set that hero up to be killed by high damage follow up attacks. The simple way to avoid getting attacked is range 2 melee attacks, ranged attacks, and lots of movement cards. Zombies are really slow, so as long as you spread out a little they will never actually get an attack on your characters. You can afford to simply remove all armor from your deck, fill it with attacks and moves and maybe Telekinesis, if you have it, and simply kite zombies for the entire fight.
Second Scenario – Woodhome Chapel:
Setup – You will start the second The Defense of Woodhome mission in the middle of a long corridor. A burning skeleton starts on the left side of the corridor behind some blocking terrain and three skeleton warriors start on the right side. Both are close enough to attack after a single move.
Enemies – Burning Skeleton (1), Skeleton Warriors (3)
Strategy – Before you start this mission, remove all piercing and slashing attacks from your deck. The skeletons might not be immune to them for the first turn or so, but it will happen eventually and then those cards become useless. Armor is modestly useful, but only if you have the move cards to prevent the skeletons from moving adjacent to your heroes. Your best cards will be high damage bludgeoning attacks and high damage ranged spells.
Start the fight by engaging the skeleton warriors. They have low enough health that you should be able to defeat one before it ever attacks and you should be able to defeat two in the first round. You should try to play a little keep away with the burning skeleton. It is better to let a skeleton warrior hit you than the burning skeleton because the warriors simply aren’t as dangerous. Once all three are destroyed, pile on the burning skeleton. Alternately, if the burning skeleton becomes vulnerable, immediately throw all your attacks at it. That vulnerability will save you at least one attack card, and maybe two, in defeating it.
Third Scenario – Delaying Action:
Setup – You start this scenario near the left side of a room with two victory squares to the left of your characters. Three armored skeletons start on the right side of the room.
Enemies – Armored Skeletons (3)
Strategy – This is a brand new type of Card Hunter scenario because your goal is not to defeat any of the enemies. You need four victory stars which means you simply need to hold the victory area for four rounds. This isn’t hard since an elf can reach it in a single move. Don’t even waste your time trying to defeat the enemies. They are simply too strong for your level. Instead build your deck with any cards that can block 6 damage attacks and as many Simple Bash and Forceful Bolt cards as you can. Move your wizard to the victory area and then stagger the other two a few squares away. Only attack or move when a skeleton touches one of your characters. Then either push the skeleton away with an attack or move away. Delay for four rounds and you win.