When I counted the skulls in the first video, I could resolve about 4 different matches at least. However, if you look at the spider, the big trait triggered ELEVEN times on the initial skull spam, so you have at least that many hits, possibly more if any resolved as just match 3’s. There is a reason why Bone Dragon does such massive damage. Clumps with tiny little offshots and gaps resolve to many more skull hits than rectangular or neat “T” formations.
Looking at the second video, though, you’ll see virtue of courage triggering to give 30 life and attack. Since there were two courages used, this is five times that skulls hits were resolved before your front troop died. Now this one depends on order of operation. In my experience, separate skull matches will trigger Virtue of Courage, but only if they “resolve”. By this I mean, if you skull spam and the first target would die in one skull match anyway, only one skull hit resolves and you get virtue of courage to trigger once (per courage used on the team). If you, for example, entangle the first troop and get skull spammed, you’ll resolve every single skull match (regardless of if they actually did damage) the opposing team will get a much larger life and attack boost, (barring attack for the entangled troops). I know for single skull matches, the attack resolves before the attack boost, and for skull clumps, the attack boost seems to resolve before each sequential skull match. Considering sequential trigger and skull hit resolves within the same big clump, we could potentially have 35 + 41 + 47 + 53 + 59 damage (plus up to 2 per match for critical hits).
However, even considering this, the barrier should have blocked the first 35-37 damage, resulting in no more than 208 damage. So, at least something is off. I have, on occasion, have a skull hit resolve for twice the damage it should have, but I’ve never been able to reproduce it at will. That could also be at work here.