Tuesday, December 2, 2025

Espionage

 A three player Talisman, 4th Edition. We had all the corner expansions and the Cataclysm board, and no special ending.


We had Leywalker, Spy and Amazon in this game.

Spy had an explosive start when he got the Astral Journey spell that gave +1 Strength and Craft. Then he got to visit Guru to pick a spell from spell discard pile that had only a single spell in it... yeah, +2 Strength and Craft right from the start.

Leywalker could have had a promising start, rummaging through the remnants in the middle region, but the first card drawn sent it to Highlands via magic portal. I suppose that was somewhat of a flashing start as well, as Leywalker got the Talisman on the first round of the game.

Amazon was shuffling around here and there, getting only some minor equipment here and there, so she decided to seek her destiny in the woodlands. She did complete two paths successfully throughout the game, but did not receive a destiny in any straightforward way. However, she did pick up the item that acted like a destiny.

Spy had quite the rollercoaster of a run. Quite early in the game he got the money to go and get a flail, but that was stolen from him by the Amazon via Path of Greed. However, just two or three turn later he got to pick a "place" card from discard pile, which was den of thieves or something, so he stole the flail right back. And not too long after, Green Mist destroyed it. But he wouldn't give up, and saved up for another one. 

That all took a while, during that while Leywalker had some luck. It managed to get back to Middle Region, and found Toxic Spring there. Not only that, it also got Craft spell from the spell deck. It also had Spell Call, and was able to set up a teleportation circle to Runes space. Leywalker had also received Healing spell at one point, so he was able to soak up the toxic waters of the magical spring.

Leywalker also had the Woodlands follower that essentially gave him +2 Craft, but also lost a life whenever Leywalker gained a stat. That follower was ultimately it's downfall, as it decided to take a point of unnecessary damage instead of just ditching the follower - Craft 13 was not necessary to get through Portal of Power and Mines. Leywalker was just at one life remaining when it would have got to fight the snowbeast, so instead of taking that risk, it teleported out of Inner Region. With two lives Leywalker would've tried to fight the snowbeast at least once, but now it just teleported back to Runes that had a portal, and was ambushed by the flailing Spy. Leywalker went down. Enter Arcane Scion.

However, Leywalker had delayed Spy long enough that Amazon was able to get to Inner Region before Spy, both only a turn or two. Bitterly cold part of the Craft path delayed Amazon for a turn, so Spy got to the crown first. But then a challenger - the Amazon - appeared. Without the flail the fight could have been a little more even, but that piece of equipment just made the combat completely one-sided, and Spy absolutely dominated that fight. Since it took a couple of rounds, Arcane Scion had plenty of time to ride around the City on his riding horse and Hopper, the bunny.


Victory for Spy.

New Moon

 

I tried a new game called Luna Nova. It was a mechanic driven set-building, tile placement sort of game, where phases of the moondictated which tiles were available for you, and the moon phases were changing based on player actions. 

Simple enough once you get the hang of it, but having quite the depth in how to place your tiles for maximum effect.

I had two two-player rounds. First round went as expected, as in the early game I didn't have much of an idea what I should be building either now or in the future. 

Second round I was able to scrape a the narrowest victory possible - opponent would have won with next whatever tile she picked.

Monday, December 1, 2025

Pale O

 Two games of Paleo with two players. We played the second scenario where there was a lot of wolves involved.

First game did not go great. I think the tribe went extinct on the fourth day without even a single section of the cave painting done. Uh oh.

Second game went better. We aimed to get all the secrets open, and were indeed able to get the chieftain's suit in record time. At the same daycount when the tribe had lost in last game, we had both the sling thing, chieftain suit and first section of cave painting.

Although first three skulls appeared at a worrying pace, the downward spiral stalled for a while. Quite often the tribe struggled by the skin of their teeth to finish the day without additional skulls from hunger or accomplishing mission goals. Whenever tribe was able to make a stone spear, it had to be flinged at a big enemy soon after. At least those were big kills, though.

Paleo seemed like a fun game, though. There was plenty of variables and shenanigans that came into play, and I usually enjoy those.

 A couple of rounds of Joking Hazard. Let's make that a one session. There was some sort of expansion involved, but I don't think I heard it's name.


Monday, November 24, 2025

Where are you, Richard?

 A 50ss game of Malifaux, 3rd edition, Gaining Grounds 3.

Strategy: Standard Carve a Path

Schemes: Leave Your Mark, Catch and Release, Spread Them Out, Hidden Martyrs, Spread Them Out

My list:

Seamus AKA Sebastian Baker & Copycat Killer
Madame Sybelle
Bete Noire + Grave Spirit Touch
Keepside Strangers
Carrion Effigy
Gravedigger
Necropunk
Dead Dandy

Pool: 4
Schemes: Spread Them Out, Hidden Martyrs (Necropunk + Dandy)

Opponent had:

Clampetts Fisherfolk & Bruce
Aunty Mel
Uncle Boggs
Sir Vantes
2x Buckaroo
2x Skulker Skin

Pool: 2
Schemes: Spread Them Out, Catch and Release (One of the Buckaroos)


Turn 1:

First turn was fairly straightforward positioning. I set up Necropunk far left to leap, walk + drop a scheme, with Copycat Killer and Gravedigger nearby as well. 

Seamus went center, and summoned a Dead Doxy out of Bete Noire. He managed to flip a moderate even with the double minus.

Keepside Strangers got to Seamus to kick a strategy marker, and walked back to not be so dangerously close to, well, everything.

Madame Sybelle, Carrion Effigy and Dead Dandy were closing in from the right.

Anglers had a heavy emphasis on the right, with just a Buckaroo and Skulker Skin going from the left. Aunty Mel, another Buckaroo and Skulker Skin were going towards center, and the remaining gremlins were right, or further right. Clampetts themselves eventually stomped their way past centerline, moving a strategy marker past centerline and dropping first scheme marker for Spread Them Out.


Turn 2:

Clampetts disengaged Madame Sybelle, who had charged in to tie up Clampetts and Sir Vantes. They then charged Carrion Effigy, smacked it dead with two strikes, and stomped deep into my deployment to drop a second scheme marker for Spread Them Out.

Eventually Dead Dandy went to try to remove first scheme marker Clampetts had done, but failed his check. 

I had some trouble Spreading my Them Out, so Bete Noire had to waste her activation to run to act as a homing beacon for Keepside Strangers, who leaped in and went to drop a scheme marker far to the right.

Dead Doxy went to place a scheme to the center before getting pushed to Uncle Boggs and Bruce by Sir Vantes, I think.

Seamus did nothing only a master could do. He just walked and kept kicking strategy markers, both friendly and enemy. In the end he wasn't even able to hinder Angler's progress that much. However, since Aunty Mel was standing, like, five inches from Seamus' face, I decided to sacrifice Copycat Killer instead. And look at the little guy! He shot Skulker Skin down to one health remaining.

Necropunk did the third scheme marker for Spread Them Out, and so died the Buckaroo who charged through Necropunk.

Scores went 2-2.


Turn 3:

Seems like I missed picture from turn three, but I think I can infer much of what happened. 

From left to right, Necropunk leaped to top-left corner, starting to cultivate the second part of Spread Them Out.

Buckaroo did the same. 

Aunty Mel made Copycat Killer go away, just as expected. Seamus, however, threw a wig on Copycat Killer's corpse and tossed a bar or lipstick that hit Copycat Killer squarely in the forehead, and raised him as a Rotten Belle. 

Situation in the small funnel from where I was delivering my strategy markers was a convoluted mess, but I managed to keep both my markers past the centerline, and so did Anglers.

Dead Doxy nearly canes down Bruce after the pup and Uncle Boggs had tried to kill her. Uncle Bogg also repositioned to engage Madame Sybelle, who was duking it out with Sir Vantes. She certainly needed some back-up, so Dead Dandy walked and charged Uncle Bogg.

Keepside Strangers placed away from Sir Vantes engagement range, climbed on top of a container and threw some snakes at Bogg. Damage was moderate, so Dead Dandy took more damage than anticipated, although the damaging itself was intentional to make him a more enticing target to kill.

Bete Noire charged Sir Vantes and tickled him for a bit before burying herself with a trigger.

Clampetts didn't have much of an activation after failing to stomp. 

Both players got strategy for a 3-3 tie.


Turn 4:

Madame Sybelle was able to withstand Sir Vantes' fury, although this finally drained all of my soulstones. She also did disengage half an inch to not be engaged by Uncle Bogg. Fortunately Uncle Bogg took the bait and ate Dead Dandy in one bite - that was Hidden Martyrs for me.

Keepside Strangers was able to shoot Bruce dead with snakes. Aunty Mel isn't as successful, although just one hit brings Gravedigger down to half of his health remaining. 

Martyr number two, Necropunk, continued to spawn scheme markers while hugging the edge of the board. Unfortunately Skulker Skin was able to shoot a couple of wounds off from him.

Catching and Releasing Buckaroo got tired of trying to engage Seamus, and took a triple walk to go next to Madame Sybelle instead.

Clampetts was able to stomp around and kick a strategy marker to my deployment zone. After the mess that was my own strategy marker delivery, Bete Noire had to teleport in to kick one marker to Angler deployment after Seamus, Gravedigger and the Rotten Belle 

Both players scored strategy and second scheme for a 5-5 tie.


Turn 5:

Skulker Skin robbed me a chance at Hidden Martyrs, but the punk did score Spread Them Out end for me.

Gravedigger kicks the second strategy marker to enemy deployment. 

Aunty Mel and Clampetts secured fourth strategy point for Anglers. Catch and Release Buckaroo managed a successful disengage and ran out of reach.

I tried to figure out a way to get Bete Noire to act as a beacon for Keepside Strangers, but Sir Vantes had pushed them down from the container, which meant their LoS was severely restricted. 

Had Rotten Belle managed to disengage from a Buckaroo more than 1", perhaps Bete Noire could have done it, but Belle botched the disengage. There was no chance of Sidekicking Keepside Strangers to Bete Noire, walking and kicking enemy strategy marker out of my deployment, so game ended in a 8-7 victory for Anglers.

Monday, November 17, 2025

Back in His Element

 A 50ss game of Malifaux 4th edition on Vassal.

Strategy: Flank Informants

Schemes: Reshape the Land, Search the Area, Leave Your Mark

My list:

Jack Daw Ensouled & Jaakuna Ubume
Montresor
Kari Zotiko
Ferryman
Hanged
Crooked Man
Guilty
Drowned

Pool: 4

Opponent had:

Lucas McCabe, Relic Hunter & Luna
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Huckster

Pool: 6


Turn 1: Tormented picks Reshape the Land, Wastrels pick Leave Your Mark

Ferryman ferried a Guilty with it to top-left strategy marker, where Guilty dropped two schemes to start bluffing Search the Area. Unfortunately opponent didn't commit to denying imaginary scheme.

I was also stressing out about Sidir, but fortunately I had two 13's in my starting hand. Jaakuna scaled on top of a building, lured Sidir closer and gave him the Rams upgrade. Next she did the special from crew card to yank Sidir to the building too, and used soulstone trigger to also deny him Masks.

So that was a 50% chance to fail any action. So out of three actions Sidir was able to do, he had a good chance of failing at least one. However, he sliced Jaakuna with just two attacks, and did a mortar strike and shot a third time. Well, at least that failed. 

Infuriated, Jack Daw threw curses left and right - specifically, to the Rough Rider center-left, and Sidir to the right. He also lost Tomes, so next turn if  he continues to pass 75% of his actions, someone will suffer. (Spoiler: That someone was Jack Daw.)

Since opponent was so clearly trying to leave his mark, Crooked Man went to crook his scheme markers and even craft up his own. I forget who removed that scheme marker, so Kari had to waste a soulstone to give Crooked Man another interact. Montresor was to do the last required marker for Reshape the Land one pointer, but failed because my hand was empty.

At least Hanged, my second last activation, landed a Rams out of deck on Lucas to remove one scheme from Wastrels. and also pulled Rough Rider from contesting central strategy marker.

Scores went 1-2 for Wastrels, as they were able to get one point from the half mark they had left of themselves. Jack Daw was just spewing bad words in all directions, and failed to reshape anything.


Turn 2: Tormented Picks Search the Area, Wastrels pick Reshape the Land

Guilty placed third scheme for Search the Area, used Onward to get to enemy deployment zone and dropped a scheme marker there, too. Opponent left my three markers alone, and as such I was able to grab the one point from Search the Area. Later Ferryman placed the marker for end condition, walked and charged Rough Rider and McCabe.

Tormented gang is on fire at the center - figuratively. In the center Rough Rider died to Ferryman, Hanged and Kari - and even McCabe went down to five. And that was only after he healed for two and three. 

Montresor charged Sidir and punched in the face for five points as he punched himself in the face for five points. Ouch. That upgrade sucks. Second attack brought Sidir down to two, which sucked even more, because Sidir has hard-to-kill. However, Sidir was also staggered, and Kari had summoned a Drowned on the roof. Even a stat 5 begins to have an effect on a stat 3 defender. Sid went down to one, which was a sitting duck for Jack Daw's automatic damage sprint. Which he did, killing Sidir and dropping right next to already injured Ruffian. He smacked the minion dead, and picked up his litter, too. Meaning, scheme marker.

It was a delight to watch the opponent struggle with Sidir's three Jack Daw upgrades, but Sidir himself didn't seem to bother. He was making his flips just fine, even damaging Jack Daw for three points.

Luna, Huckster, surviving Rough Rider and even Desper were dropping schemes for Reshape the Land. I couldn't remove the markers fast enough, and he had too good schemers anyway. However, I did manage to set up Breakthrough for next turn. 

Because I had chosen violence, I fell behind on strategy points. Scores went 3-5 for Wastrels.


Turn 3: Tormented picks Breakthrough, Wastrels pick Search the Area

Noose was tightening for Wastrels. They fell so much behind on action points.

However, the death train started losing steam... kind of. Breakthrough scored two points just fine after the first activation, but Tormented managed to kill just one model this turn. Though in all honesty, that model was Lucas McCabe. 

To dodge around his horsey-healing tricks, Tormented had do ping him for one point, and only from hazardous terrain and tactical action. I need to savor this turn, because that's exactly what happened. Well, one point of damage came from a Drowned or something, but Lucas didn't proc his heal just yet. Eventually Montresor was cursed to watch as Kari tolled Lucas into hazardous terrain, leaving him at two health. He had taken one point from hazardous already during his own activation, as he rode Huckster to my deployment zone. Jack Daw was then free to either kill Lucas by rolling over him twice, or deny opponent points from Search the Area. I made the scoring-wise incorrect decision to kill Lucas, but in my heart I know it was the right decision for the wrongs he's done against the humanity. Even in this game he trampled a mistreated, crooked miner with several lung diseases under the hooves of his horse.

So, Huckster and Desper were able to secure two points from Seach the Area for Wastrels. Breakthrough scored two for Tormented, who also took the upper hand in strategy. It was still a 6-7 lead for Wastrels.


Turn 4: Tormented picks Public Demonstration on Desper. Wastrels pick Frame Job on Luna.

Desper was the first to activate, and went to bottom-right corner. Now, if I only would receive a soulstone or two from somewhere... like from the Guilty who had just one health left...

... which certainly could have happened, if Jack Daw didn't go and kill the Ruffian a hit away from killing Guilty. 

Unfortunately Hanged went to charge Luna to bluff Assassinate. That he did, but also scored a point for Wastrels from Frame Job.

Me activating Jack Daw that early was mostly to save up lesser minion activations, as well as Kari and Ferryman for their movement tricks. But I certainly didn't need both of those models, or even furthest Drowned. However, no amount of stalling found me an opening to rush two minions to Desper. 

Double points on turn four, however, tied the scores to 8-8.



Tuesday, November 4, 2025

It Just Had To Come vol whatever

 Two 50ss games



of Malifaux 4th edition.

Strategy: Wedge Informants

Schemes: Assassinate, Harness the Leyline, Runic Binding

My list:

Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Night Terror
2x Rabble Riser
2x Crooligan

Pool: 5

Opponent had:

Lynch, Dark Bet & Hungering Eclipse
Gwyneth Maddox
Kitty Dumont
Kara
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Forgotten picks Assassinate on Mr. Tannen. Honeypot picks Assassinate on Philip & Nanny.

Eventually Archie leaped, walked and charged to punch a point out of Mr. Tannen. Respectively, same didn't happen for Honeypot, because I wasn't measuring up my distances correctly, and a Crooligan wasn't in fact contesting a marker on my side's quarter after she climbed on top of a building.

In the end, Archie's reckless charge was not a good choice, as opponent was able to remove him from the board. Certainly he disrupted most of the first round for Honeypot, ultimately leading to situation where Honeypot didn't score even a single point this turn. 

Well, not only Archie. There were other choices too, like taking a double walk to contest rightmost strategy marker with Molly, which left her in a precarious position for the upcoming turns.

Also, a Crooligan attacked a contesting Illuminated at the leftmost strategy marker, which didn't do much. But the way the kid shrieked from shadows had the Illuminated jump to Necrotic Machine, letting Crooligan to control the strategy.

From top of my head, I think it was this turn when Kara tried to take the highground, but Molly gave her a walk off from top of building, essentially to the joint corner of the two rightmost buildings in the picture.

Scores went 2-0 for Resurrectionists. Was the Archie gambit worth it? We'll see!


Turn 2: Forgotten picks Scout the Rooftops. Honeypot picks Detonate Charges

I had been playing Scout the Rooftops from turn one forwards, but it still took a lot of work somehow to claim two points from it. Molly and her jinkies were essential in achieving that after Mr. Tannen took a double walk to block my earlier set up.

Kara came to block the marker on my side after shredding up a kid on the roof of a building. Fortunately Philip & Nanny kept pram ramming the cat so hard that during end phase it died to feeling utterly abandoned.

The second kid cheered and ran to Gwyneth to play some exciting new card games, but was beaten to death by a card deck instead. One of the Rabble Risers also died, and the other one at something like two points remaining was moved right next to a bunch of scheme markers for a Detonate Charges.

At least Necrotic Machine was also able to remove one illuminated, so there were losses on both side.

But Forgotten had the heavier toll, so Ten Thunders were able to start collecting strategy points.

Both teams got two from their schemes, so scores went 4-3.


Turn 3: Forgotten picks Grave Robbing, Honeypot picks Take the Highground

... Allrighty, oh-kay'y. 

I mean, once you play this game enough, statistical anomalies are bound to happen.

The turn was a total disaster. My own estimation was that Resurrectionists were struggling in this game, and were rather fighting for a draw rather than victory. But this turn just tilted the scales so far into loss.

The thing was, that I had just a single 13 in my hand. That was from previous turn, by the way. Meaning that I did not draw it on turn three. This is important information.

After we ended the turn, I tallied my discard pile AND my hand. Here we go:

1x 13
1x 11
1x 8
2x 7
3x 6
3x 5
1x 4
3x 3
4x 2
3x 1
Black Joker.

I mean, it was hilarious in its own way. But it did lead to such a one-sided situation, that we could end the game right there and then to a 4-6 victory for Ten Thunder. Sure enough, that point difference wasn't too bad, but Ten Thunders had such an overwhelming majority in contesting models that not scoring two points from strategy was just not going to happen. 

I had the 13 in my hand, and figured that if I just would receive 11+ in my hand, opponent would be able to deny two points for my scheme only with a Red Joker. But that 11 in the stats was not in starting hand. 

So, let's get on to the second game.


Game 2:

Strategy: Flank Plant Explosives

Schemes: Assassinate, Ensnare, Make It Look Like an Accident

Last Breath Seamus & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
Dead Doxy
2x Mourner

Pool: 5

Opponent had:

Steel Sculptor Hoffman & Mechanical Attendant
Peacekeeper
Melissa
Warden
2x Hunter
2x Watcher

Pool: 5


Turn 1: Redchapel picks Ensnare, Augmented picks Make It Look Like an Accident

I must admit I was dreading those harpoons. But you got to move some models in this game, I guess. Mourners seem rather good for their extra walk to drop bombs right off the bat. Unfortunately there were mechanical bats doing just the same for Augmented, and also four legged canine/feline hybrids, that the lone Mourner found herself against top-right.

Another Watcher went to place a strategy marker bottom-left. I managed to arrange Bete Noire there doing just the same, but also charging it with bonus from crew card. Damage was good, but most of it was healed by Mechanical Attendant anyway.

Another Mourner went to place a scheme marker near center point, trying to bait either Peacekeeper or Hoffman himself there, but neither seemed to be that interested. Although I think Peacekeeper attacked her once, but she leaped away with concealment token. Strange Lady did the same, and last attack went to Seamus who had been moved there by Copycat Killer. By then Hoffman had already committed to everything but attacking.

I did realize my Seamus shenanigans were off by a large margin, because I could have done what I wanted so easily with just a well placed Secret Passage. Oh well. At least Seamus was able to claim Ensnare with two points.

Opponent couldn't make Make It Look Like an Accident work, but they did claim strategy. So did Resurrectionists for a 3-1 lead.


Turn 2: Redchapel picks Frame Job with Mourner, Augmented picks Breakthrough

I tried to bluff Madame Sybelle as the potential Frame Job target, but I had picked Mourner who had just three health remaining. However, this particular opponent had a history for giving me easy Frame Jobs, so he was really hesitant to attack anything at all near the center. Some non-damage action pulled Madame away, but she just charged right back. Mourner walked away to place a bomb, but charged right back. And in the end, Hoffman refused to frame a job. 

To confuse opponent even more, Seamus wasted his activation by dropping three scheme markers on top of a building to bluff for Search the Area. Well, it wasn't a total waste - I was also building up for Scout the Rooftops next  turn.

Copycat Killer also had teleported on the building, and shot Melissa that had climbed on top to contest Search the Area. He shot Melissa with the monster cannon, and fell from the building, nearer enemy deployment zone to place a strategy marker there.

Fortunately all this also lead to a situation where he couldn't claim Breakthrough, so neither player got scheme points.

Bete Noire managed to slice a Watcher into scraps, but it took every action she had.

Warden, Hunter and Peacekeeper punched through Dead Doxy, who took admirably long before she died. 

With great difficulty both players had managed to drop five bombs. Augmented, however, had placed two of those on my deployment zone, so they received the bonus points, catching up on the scores to 4-3 lead for Redchapel.


Turn 3: Redchapel picks Scout the Rooftops, Augmented kept Breakthrough

Augmented kept Breakthrough. Although I did have first activation, I wasn't in a position to deny it. 

This turn, however, went absolutely horribly for Redchapel in other ways as well. 

My plan had been to discard walk with Mourner to pick up the bomb she had placed earlier, then take a double walk. Later, Strange Lady would give her the interact required to score extra point from strategy. However, I wasn't paying attention to the actual deployment line, and the Mourner scaled a terrain to get on top of a fateful building to receive cover from possible attacks. She did receive those, sure, but wouldn't be able to plant the explosive! Strange Lady did give her at least the interact to place a scheme marker for Scout the Rooftops, but... wait, there's more.

Seamus had to teleport in to save the day, but even that I managed to mess up. He teleported, placed bomb in enemy deployment, walked to scale terrain and placed a second scheme marker for Scout the Rooftops bonus points. Except that he didn't. Instead, he picked up the neutral bomb Mourner had left when she eventually had died.

Last two paragraphs summed up probably my most horrible case of self-sabotage in the entirety of my Malifaux career. First, the Mourner robbed me of a point - I was one strategy marker short of receiving victory point from strategy. Then, I didn't have the models to place enough scheme markers for Scout the Rooftops bonus points. GAH.

Opponent was able to score Breakthrough with ease, and then focus on killing my models and ensure strategy.

Scores tied at 6-6, as Resurrectionists had been able to claw at least the bonus points for strategy. 


Turn 4: Redchapel picks Leave Your Mark, Augmented picks Assassinate on Strange Lady

I had the option to pick either Detonate Charges or Leave Your Mark. Since I already got one next to center point, I thought I'd have my shot at that, because opponent likely would avoid my scheme marker like the plague. 

Opponent was quite sure I had picked Detonate Charges, but decided to drop some scheme markers to the center anyway, just in case. Once that started happening, I tried to redirect what was left - mostly just Bete Noire - to engage models there so they'd not make even more schemes. 

I won't say opponent had easy time killing Strange Lady. She did take some effort for sure, but if Peacekeeper, Hoffman, Hunter and Melissa decide with all their action points that you're getting assassinated, you kind of... are. 

I was passing as much as possible to make my last move, Seamus dropping three schemes for Leave Your Mark. Unfortunately Augmented still had one activation left, and that was Mechanical Attendant, who was able to teleport to Hoffman, walk and drop a scheme. This denied me one point.

Resurrectionists were the worse bombers this turn, too, so opponent got three points and Resurrectionists only one. This ended the game in 7-9 victory for Guild.

Sunday, November 2, 2025

Moly cow

Lantern Year 4 Showdown - Butcher Level 1

Senaus, Chybele, Theus and Omena set out to defend the settlement. With great struggle survivors did a point of damage in to Butcher on first turn, and I believe it was second Butcher turn when the nemesis disemboweled Chybele. 

But that was the extent of Butcher's threat. Despite mauling Chybele almost turn after turn, he wasn't able to kill the disemboweled survivor. Survivors got their act together and were able to score two to four wounds per turn. 

It looked like Devour Lantern might become one of the cards left in deck, which certainly could have made things difficult... but even that threat didn't turn real. Relatively clean showdown, if we discount one meager disembowelment.


 Lantern Year 5: Stranger in the Dark

We thought we had a population of fourteen, but there had been a guy who responded to the name of Incognito, all along.

Chybele was nominated for Hands of Heat, and eventually her feet were branded. She really tried to form a tradition, but other people felt more like using branding irons.

Gorm Climate took off some re-rolls, too. We were not keen on losing innovations.

Benoira took the Sleeping Virus Flower.


Endeavors: 

1: Settlement innovates Face Painting
2-3: Face Painting by Gravemind and Hoki
4: Senaus makes a match out of the painted people, Grachio is born.
5: Chybele does the same, and a green savior, Fortuna, is born!
6: Theus attempts augury with no results. 


Lantern Year 5 Hunt & Showdown: Gorm level 1:

Senaus, Fortuna, Omena and Theus hunt the beast. Hunt is uneventful. Survivors manage to ambush Gorm, which already carved four wounds off from the quarry before it had drawn a single AI card. A couple of retches did some heavy injury levels, but that's it. Gorm was a total pushover. However, gained resources matched the challenge.


Lantern Year 6: Open Maw, again!

Returning survivors forget their name with Memory Haze. 

1: We had four survivors with no name, and one guy called Incognito. That was almost 33% of the population, so settlement innovated Family to better structure their names that seemed to get lost.
2: Polly jumps into Open Maw, returning courageous and with Hissing Cockroach and Cyclops Fly. Omena places the fly into her empty eye socket, and doesn't die.
3: Settlement special innovates Citrinitas.
4: Face-Painting for Intimacy
5: Nameless guy did some matchmaking anyhow, Tumbo and Hoki becoming the first family, Fifaly. They were blessed with a baby girl named Yalcapallo.


Lantern Year 6 Hunt & Showdown: Gorm level 1

First two showdowns were played with Tabletop Simulator, but what comes next was live games. Nameless guy with Twilight Sword, Incognito, nameless woman and Theuvo begin hunt. This whole thing was nothing but an appetizer. Gorm chips munch munch.


Lantern Year 7: Slender Blight

Slender Blight was to invert the survival and insanity of departing survivors.

Hooded knight paid a visit, dueling now nameless Twilight Sword wielder. Duel was lop-sided, and ended up with a gaping chest wound for the wielder.

1: Settlement innovates Clan of Death
2-3: Face Painting for Manda and Theus Bo.
4:  Matchmaker for Manda and Theus, Manaus Bo is born.
5: Augury for Manaus Bo, giving her +1 understanding.

Settlement develops Bone Axe and Manda and Theus drink a love potion to give Manaus a little brother, Pentska Bo.

Lantern Year 7 hunt & showdown: Gorm level 1

We just didn't want to give up on Gorm just yet, wanting those sweet pieces of armor instead. So, 

nameless Twilight Sword, Chybele, nameless daggerist and Theus begin hunt. Hunt wasn't big of a deal, but thanks to Slender Blight and a couple of advanced AI cards that got stuck in the last few cards gave an actual challenge no-one expected at this point. 


Lantern Year 8: Gorm Climate out of deck

Gorm Climate took a bunch of re-rolls, because it threatened the loss of innovations.

While Benoira watches the meteor flying up high, Manaus gazes at the dung ball rolling around in the distance.  Not sure if that leads to any sort of camaraderie, though.


1: Settlement innovates Bloodletting
2: Settlement builds Leather Crafter
3: Settlement cures leather
4:Matchmaker, Tumbo and Hoki receive Volibala, little brother to Yalcapallo.
5: Stone Noses.

Settlement develops Leather Cuirass, Dried Acanthus and Rib Blade

Lantern Year 8 hunt & showdown: Flower Knight level 1

Twilight Sword, Benoira, nameless daggerist and Theus begin the hunt.

Which was an emotional rollercoaster of sorts, as twilight sword guy was constantly losing and gaining access to use Twilight Sword. 

Benoira, our luck machine, got the Unlucky disorder just to eventually lose it.

 Flower Knight opened the showdown with an advanced card that pulled two survivors inside the fairy ring, and incidentally those were the worst armored. The knight lopped off Twilight Sword wielder's inner ears, making him deaf.

Although exciting in other ways, that was the most severe setback of the showdown. Eventually the knight calmed down a bit, and became much easier to handle.


Lantern Year 9: Dark Seamstress

Well there sure seems to be a few endeavors this time around. 

1: Settlement innovates Bed.
2: Nameless daggerist sleeps in bed, healing broken rib. 
3: Matchmaker for Mossman and Yalcapallo forms a new family and receives Vega Greenery. 
4-5: Round-Stone Training for Pentska and Benoira, both gain Tumble
6-7:  Shared Experience for Pentska and Benoira
8: Twilight Sword does augury intimacy for Mossman and Yalcapallo - both die despite Mossman's re-roll.
9: Twilight Sword does augury for +1 Understanding.
 10: Twilight Sword does augury for +1 survival.

Settlement develops Skull Helm. 


Lantern Year 9 showdown: Slenderman level 1

Benoira, Chybele, Pentska and Theus defend the settlement from this unknown threat.

It's been a long time since I was against the Slenderman, and I had... almost forgotten how distressing showdown that is. Those dmg 4 hits are scary, and the feeling of powerlessness and futility that comes from not being able to really fight back until the posse is together. It certainly only added to this theme, when the Slenderman opened with the advanced card that pushes everyone to a corner and attempts to ensnare. Survivors had started by tossing a Founding Stone at a location that inflicted two wounds on a critical.

Survivors got only two Dark Water from pod imprisonment thing, and one of those had to be used to clear Benoira's disorders so that she was able to pull Pentska or Theus back from the darkness, because they had three bleed tokens already. Benoira suffered a few nonpermanent injuries, one of which has her skip next hunt.

Slowly survivors grinded through Slenderman's AI cards and were victorious. Reward check was not that thrilling, though, because a one dropped.


Lantern Year 10: Cracks in the Ground

After a few re-rolls, settlement regained the lost Founding Stone.

1: Settlement uses Light Forging to craft gloom arrows. 
2-3: Failed auguries
4: Shared Experience for Incognito

Next it's going to be a level 2 something. Lacking Surge be damned.