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Another hour to check it again. This game doesn't value players time at all.
Edit: Repeated it. It is as ♥♥♥♥♥♥♥♥ as it seems. Even if miracously I get a Fragment of Bliss he keeps killing everyone who hasn't got it that turn.
Fantastic job, dev.
Note: Magical Girl of Justice has a 4 page deck -> so "Hope" is guaranteed in her hand every turn so you should always use it every turn.
Also, don't clash with Hope unless it is their turn.
Turn 1) Break the Statues
Note: If you have Nikolai (or the "Finishing Touch" passive on someone), you can also attack Nihil to mark him for more damage, shortening the fight.
Turn 2) KoG's turn, you must win clashes against him. The only person who can pull that off is Magical Girl of Happiness and allies should use "Hope" page. (as the clown inflicts -5 power against everyone who isn't his target). As Minh stated, every clash you win adds "Fragment of Bliss" to hand which will allow you to beat the mass attack.
Note: This KoG phase has counter dice, so you might wanna be careful with attacking one-sided.
Turn 3) Still KoG's turn, use fragments of Bliss to beat the Mass attack, clash some more to prevent getting damaged.
Turn 4, 5, and 6) QoH's turn. This can go on for as long as you like as it ends when you choose to play the Mass Attack. Clash with Magical Girl of Love (use Hope on others) until your mass attack costs 0 -> use it -> next phase.
Note: This QoH phase has NO counter dice, so feel free to one-side to get as much damage in as possible. Mainly: use MG of Justice's 3-attack and 2-attack pages (along with Hope) every turn during this. Also, try to use MG of Love's melee attack (to stack fragile) every turn too.
In fact, you can ignore the gimmicks, never use the Mass Attack, and just win here (by winning clashes and one-siding the clown to death).
(I'm just saying it takes 3 turns, so I can write this out, feel free to take longer or shorter)
Turn 7 and 8) KoD's turn. This part can be a bit dangerous as he summons sword minions do percentage damage of HP, so set up those clashes carefully. As for the clown himself, clash with the same attacks using Magical Girl of Justice -> Hope will allow you to win all the clashes. Note: You can use hope on Justice herself to win a clash.
(I'm just saying it takes 2 turns, so I can write this out. It could take another turn or two)
Turn 9 and onward) SoW's turn. You know the drill: Clash with Magical Girl of Courage; use Hope (you can also use it with MG of Courage to clash). The clown can get staggered in this phase, so finish him off.
Be wary of Counter Dice.
Note: I haven't seen it happen, but if the Clown survives after waking up from stagger, he should go back to KoG and start over, so make sure to kill him.