Synopsis: Ruby Demon Portal is a level 4 module in the online game Card Hunter and the first module to introduce victory areas. This module is four scenarios long and the enemies in it are particularly frustrating at this point in the game. You are probably tough enough that you can’t lose without really screwing up, but the fights aren’t particularly fun.
Enemies in Module:
Arcane Imps – Arcane imps are minions, limiting them to only one attack per turn each, like all minions in Card Hunter. They have 10 hit points, a standard move speed of run (3 squares), and use mid to long range attacks that deal at most 4 damage.
Fire Imps – Fire imps are also minions, unless only one appears on a map. They have 10 hit points, a normal move speed of run, and use almost exclusively low damage attacks that cause ongoing damage. They also have the brain burn vulnerability which means they will occasionally deal 2-8 damage to themselves and reveal their attack cards.
Acid Imps – Like the previous imps, acid imps are minions. Acid imps have 10 hit points, a standard move speed of run, and low damage attacks that either destroy armor or are very hard to block.
Fire Sprite – The fire sprite is essentially a higher damage version of the fire imp. It has 15 hit points, a normal move speed of run, and has roughly the same attacks as the fire imp, except a few more that deal higher damage and target multiple characters. Also, just like the fire imp it will occasionally deal damage to itself, potentially as much as 10.
First Scenario – Ruby Outer Ring:
Setup – You will start the first Ruby Demon Portal mission on the bottom of a map filled with scattered blocking terrain. Two arcane imps start in the upper left corner and two fire imps start in the upper right corner. No enemy can be attacked until somebody moves.
Enemies – Arcane Imps (2), Fire Imps (2)
Strategy – If possible, try to equip all of your characters with Weak Block cards. Additionally, armor is good, especially Reliable Hide. Your wizard is most important on this map because imps tend to move into position, attack, and then run away. Let them make the first move and attack when you can. Equipping your fighter with stab cards helps too, because they might not run if you don’t move adjacent. Your cleric should focus on healing rather than buffing, because your fighter won’t get to attack much.
Second Scenario – Ruby Middle Ring:
Setup – You will start the second Ruby Demon Portal mission on the bottom of a map with less blocking terrain than the previous one. Three arcane imps are at the very top of the map and two acid imps are near the middle of the map. You might start with line of sight to one of the acid imps.
Enemies – Arcane Imps (3), Acid Imps (2)
Strategy – Despite the low damage of imps, blocks and armor are much less useful in this scenario because the acid imps will burn away armor and spark attacks slip by blocks. Replace those cards with movement cards if you have the right equipment. Because you can’t prevent damage easily, you need to make sure your cleric has lots of healing. The main strategy here is to try to outmaneuver the acid imps. Let them move in first and don’t move your characters until they attack. They tend to leave spaces on the ground that hurt you if you start your turn in them. Wait until after they use that attack and then move. As soon as you kill them, pull back behind some bushes and heal up. Then charge the arcane imps.
Third Scenario – Ruby Inner Ring:
Setup – You will start this scenario at the bottom of a map with a ring of blocking terrain in the middle. Two fire imps are in the upper left corner and two acid imps are in the upper right corner. This is one of the more annoying fights in Card Hunter.
Enemies – Acid Imps (2), Fire Imps (2)
Strategy – Both acid imps and fire imps deal ongoing damage and in different ways. The acid imps still make armor and blocks less useful, but you will want to use one or the other on each character, with a preference towards Weak Block cards. Rush the acid imps at the start, trying to keep cover between your characters and the fire imps. Always follow the rule of having a move card in reserve in case an acid imp puts acid under your character’s feet. Once you manage to kill the acid imps, heal up and face the fire imps. This will hurt more than the last scenario but isn’t too hard unless you make the mistake of letting both the fire imps and acid imps put ongoing damage on you at the same time.
Fourth Scenario – Ruby Portal:
Setup – You will start this scenario on the bottom of a room with five victory spaces in the middle of it. A small wall blocks your way to the victory squares and more blocking terrain is scattered around the center of the room. A fire sprite sits in the middle of the victory squares and a fire imp is 2 squares down from it. Two arcane imps are in the top corners of the room.
Enemies – Fire Sprite (1), Fire Imp (1), Arcane Sprite (2)
Strategy – You probably don’t have enough movement to reach the victory squares in the center of the room, but even if you do, hold back. All this will do is overextend one of your characters, probably an elf, and that character will likely die. Instead, run around the wall and attack the fire imp. With any luck you will kill it in the first round. Starting in the second round, put your characters in victory squares and start collecting stars from them. The imps and sprite will actually flee from you assuring you get those bonus stars. You might be able to kill the fire sprite in the second round, and even if you can’t, you should be close. Always keep at least one character in the victory area and hunt down whichever enemy is easiest to kill after that. The only cards that matter in your deck are Reliable Hide cards. They are critical to winning this scenario, though Weak Block will also be highly useful.