Sunday Hex Puzzle #5 – Aug. 18, 2013

First, the answer to last week’s puzzle!

Now- for Hex Puzzle #5!

The Situation:

You seem to have a solid lead in this game, but your opponent’s double Corrupt Harvesters are bad news.  Not only are they unblockable by your troops, but they also have Life Drain.  This means the scale of battle could tip quite rapidly, especially when your opponent’s loaded up Zombie Plagues start turning out actual zombies.  You need to win, and you need to do it this turn!

You’ve already drawn your card, and it was Judgement.  Off you go!

NOTE: Your opponent will always block the attacking troops with the highest attack rating, in the case of a tie, you can pick which one.


As always, the featured art is by breathing2004

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30 thoughts on “Sunday Hex Puzzle #5 – Aug. 18, 2013

  1. Can someone explain to me why this puzzle so easy? All you have to do is play the menacing gralk and attack in for 11 damage. Also, why does the hero have 7 charges? He can’t use his charge power more than once per turn, or at least, so I have heard.

      • Oh. Ok….. I guess I assumed that I could just play the card since it was in the hand. Why is it even in the hand if I can’t play it?

      • K…… Is that really the type of confusion you want in a puzzle? I don’t really see the point with what you were trying to do with that.

      • What I mean by that is that I am perfectly fine with irrelevant options. Sure, but it just feels weird to give options that aren’t even real.

      • These puzzles are difficult to make challenging, and they are also a game. I want people to look at cards and consider them as a possibility for victory, even if they are a red herring. So the process in which you eliminate a potential strategy from working is important to the experience- even if it is sometimes shallow.

      • I will also point out that if the reason why someone’s solution is not readily apparent, they will go on thinking they have solved the puzzle. Even if someone had caught the thresholds and got beyond that, (unlike myself) they may have thought repel would have allowed a solution to the puzzle. Keep this in mind for future puzzles.

  2. I understand that the buccaneer can’t attack during the turn he is deployed, but can he exhaust on the same turn? Because that would solve the puzzle.

  3. I don’t think this puzzle has a solution. There is no way to deal more than 11 damage total with at least one 3 damage creature being blocked by the harvester. Keep in mind that using repel does not allow you to attack through the creature.

    Clarification: If a blocking creature dies before the block, the attacking creature does not get the attack through as it was still distracted by the blocking creature before it died. I have seen this in Hex gameplay I have watched.

    Also, grand strategist’s exhaust cannot be triggered on ANY creature that you own, as you need greater attack then the one you are exhausting, not greater than or equal to. You would need 4 attack to exhaust a harvester. Not that this matters since exhausting any creature with 2 or higher attack prevents you from being able to deal enough damage to kill the enemy hero.

    So….. I’m pretty sure this has no solution.

      • I think I may have actually figured out the solution. It does have a fairly weird assumption though. If you can use the first buccaneer to send himself back, you could play him again and send a harvester back and tap the other one with your paladin with the inspire buff and get JUST enough damage in.

        Without that assumption I see no way for this to ever work. Because of the weird assumption you have to make for this puzzle to work, I hate this puzzle.

      • I’m going to hold your last comment, since you got the answer. And it isn’t an assumption- that’s a way you can use the card.

        I’m sorry you didn’t like this puzzle, but you persevered and solved it.

      • That would be a valid point if I was making an assumption for the other case, but I’m not. I am saying it is an assumption to assume that the card works perfectly to the letter of the wording. Maybe it does, maybe it doesn’t.

      • Fair enough. But you’re still not considering the grammar of the card, it is clear if you look closely. Carefully consider the assumed chronology of the text and I think you’ll see it.

        Additionally, much of Hex TCG is operating under the known rules of Magic: The Gathering; for example the ‘distracted blocker’ rule you mentioned earlier. The card we are discussing would work the way this puzzle intends in MtG.

        This, of course, could turn out to be wrong. However, the pattern has been quite steady thus far as rules are concerned.

      • My problem isn’t with the chronology it is whether or not the card can target itself. In many games I see hidden intricacies which are not sufficiently explained by tooltips or simply contradict the tooltip in some manner. However, I have not really played any card games. Perhaps I am lacking the experience and mindset for a card game of this nature.

    • No offense, but its kind of ridiculous to say that its an assumption that a card works the way it is worded. Especially given that it works the same way in MTG and you just made another rules argument about blocking that was a complete assumption and used MTG rules as the basis.

      • What are you talking about? I have no experience with MtG and I watched hex gameplay to learn about that little detail about blocking, it was NOT an assumption. I saw how it played out.

  4. It does have an answer, and here it is:
    Play Buccaneer, Gain 1 Health, both paladins become 3/3, use Buccaneer’s skill to return himself to your hand.
    Play Buccaneer again, Gain 1 Health, both paladins become 4/4, return Corrupt Harvester to opponent’s hand.
    Tap the Paladin with CGS Inspire to tap the remaining Corrupt Harvester and attack with all troops for a total of 9 damage and win.

  5. Play Buc, returning himself to your hand, play him again, returning a Corrupt Harvester.
    Use inspired Righteous Paladin (who are now 4/4) to tap the other Harvester, attack with everyone else for 9.

    Thanks for another great puzzle, they are always a good challenge. I immediately fell for the Gralk red herring, but knew your puzzles are never that easy.

    You should check out the Guild Ideas thread on the forums, someone posted one about making in-game challenges for people to attempt.

  6. Play Buccaneer, bounce himself, play him again, bounce an opposing troop, exhaust the other, attack with all for 9 damage, and hope opponent doesn’t have a murder in his hand.

  7. I guess I am kind of going on an assumption with the Bucc here as I forget how it worked in magic (been like 8 years lol) but:

    1) Play Bucc and bounce Bucc back to your hand. Pallies are now 3/3s.
    2) Play Bucc again and bounce 1 harvester. Pallies are now 4/4s.
    3) Exhaust CGS’d pally to exhaust remaining harvester.
    4) Swing with the 3/2, 4/4, and both 1/1s for a total of 9 life

    • Couldn’t you just play the buccaneer and bounce a harvester, then attack and play the repel? Or would the attack from the repel not take place and the damage wouldn’t happen?

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