Synopsis: White Star is a level 6 module in the online game Card Hunter that will earn you a lot of treasure. You always get rewards after each scenario, but usually those rewards are equipment. The rewards in this module are primarily treasure, which means you will be able to buy more items from the store after completing this dungeon.
Enemies in Module:
Kobold Warriors – Kobold warriors are minions and like all minions in Card Hunter, can only attack once per round. They have 11 hit points, a standard move speed of run (3 squares), and make melee attacks that mostly deal 5 damage or less. They also have a bunch of blocking cards and can potentially block any attack made against them.
Kobold Spearmen – Kobold spearmen are minions. They have 14 hit points, a normal move speed of run, and can deal up to 6 damage with mostly range 2 stab attacks. They will occasionally deal 1 less damage with their attacks due to the Wimpy card in their deck.
Kobold Avengers – Like all previous kobolds in this module, kobold avengers are minions. They have 11 hit points, a standard move speed of run, and attack with a mix of mid damage bludgeoning attacks and attacks that allow them to move 1 square before attacking. Like spearmen, they will occasionally deal 1 less point of damage with attacks.
Kobold Priest – Kobold priests don’t fight much, but keep other kobolds fighting for a long time. They have 8 hit points, a normal move speed of walk (2 squares), and have one very low damage attack. They also have a lot of healing. Conveniently, they will sometimes take 1 extra damage from all attacks.
Pokkin – Pokkin is the toughest kobold in the Card Hunter. He has 15 hit points, a standard move speed of walk, and uses melee attacks that hit for 5-8 damage. He also has a bunch of healing spells and to top it all off he has a block that prevent a killing blow against him.
First Scenario – Gleaming Cavern:
Setup – You will start the first The White Star mission in the middle of a room filled with difficult terrain. A kobold priest is at the top of the map. Three kobold avengers are in a hallway on the left side of the map and three kobold spearmen are in a hallway on the right side of the map.
Enemies – Kobold Avengers (3), Kobold Spearmen (3), Kobold Priest
Strategy – If you try to stand still and play defense, all three forces will converge on you and decimate your party. It is possible your wizard drew a Spark General, two Powerful Sparks or better, but this is highly unlikely. Thus, generally you should ignore the priest and immediately move your characters towards the entrance to the left tunnel. If you can get there quickly enough, you can engage the avengers in such a way that only one can attack your heroes at a time and it can’t be healed by the priest. The avengers only have one high damage attack, so armor and a few Block or Parry cards will easily absorb any attacks and you can defeat them with whatever mix of attacks you have.
Once the avengers are dead, deal with the other two groups. If you are lucky the priest will have moved close and you can jump him first. If not, pull back and lure the spearmen into the tunnel. Since you are fighting spearmen, make sure your deck includes lots of stabs or attacks that let you move and attack, in order to negate their range advantage. There isn’t much you can do about the priest if it never gets close and if your wizard doesn’t have enough ranged attacks to kill him quickly, so just hold him for last. He is an easy kill once he is alone.
Second Scenario – The Winding Shaft:
Setup – You will start the second The White Star mission in the middle of a room attached to a corkscrew hallway. Four kobolds are in the upper part of the room on the other side of a hallway with difficult terrain, four are two thirds of the way down the corkscrew hallway, and four spearmen are at the end of that hallway.
Enemies – Kobold Warriors (8), Kobold Spearmen (4)
Strategy – Right from the start move your warrior into the small hallway filled with difficult terrain. The kobolds will then move down that hallway towards your party, creating the perfect bottleneck. Your warrior deck should only have stab attacks, which means you can immediately start attacking. When the warriors next move, kill the front most kobold with your second attack. Once you run out of stabs, use your wizard to continue attack kobolds that are further back.
The second set of kobolds should be arriving right about when you finish off the first set. You won’t be able to bottleneck them quite as well, but you still can keep them pretty well locked off in the winding hallway. The strategy is the same here, but your armor will probably take more of a beating. Make sure your warrior has plenty of armor cards and your cleric has a plethora of healing cards and you should easily stay ahead of any damage you take. Using bottlenecks to your advantage, you should easily defeat all of the enemies without any real threat to your heroes.
Third Scenario – Mother Lode:
Setup – You start this scenario at the top of a map that is essentially broken up into two rooms and a couple hallways due to blocking terrain. Three kobold avengers start in the lower left corner, two start in the lower right corner, and Pokkin starts at the bottom of the map.
Enemies – Kobold Avengers (5), Pokkin (1)
Strategy – Pokkin is very nasty, so you want to keep him out of the fight as long as possible. When the fight starts, don’t move and let the avengers move towards you. You can attack them when they first get into line of sight, but if you do, Pokkin will just heal whichever one you injure. Instead, keep playing defense, using any utility cards you have, until one of the groups of avengers gets closer. When they do get closer, they will be beyond Pokkin’s ability to heal. This is when you go on offense.
Your warrior deck should be filled with high damage attacks, preferably chops which can target two enemies. Your wizard deck is best filled with Fire Spray, Ember Spray, and other cone attacks that also deal ongoing damage. You want to kill an entire group before Pokkin ever gets a chance to heal them. You will suffer hits, but avengers can’t armor pierce, so just about any armor should be good enough to absorb the hits, especially if your cleric is packing Heal by now. Destroy one group of avengers in the first round and take out the second group in the second round. Pokkin may interfere with that fight, but with half as many combatants on the board, you should be safe to extend a little. When you finally get around to fighting Pokkin, try to primarily rely on your wizard. Pokkin has some very high damage attacks that will really decimate your forces at this level, but he is slow enough to kite. Sacrifice your warrior if you have to, but keep your wizard alive and you’ll win eventually.