Thursday, July 19, 2018

Good Night, Sweet Burk

Year 8 hunt for Boneyard's Burk-cult was

Survivors had terrible luck at scoring hits or wounds. Sure, most of us needed to roll at least five to wound. The one survivor that was wounding on 2+ was continuously outrun by Screaming Antelope.

And was that devil fast. Cards like Gore and Run Down had the Antelope move three times per turn. That's just too much. More often than not every survivor managed to stay out of Diabolical path, but usually the Antelope was facing in such direction that it just ran out of reach.

There was a Dead Monster on the board, though, so survivors got to start the showdown. Tactics card drawn was Lance Formation, so that rather useless tactic saw use in this showdown. I don't expect to see another Lance Formation use any time soon.

Anyway, Samuel with Counterweighted Axe started in the lance position.

"Burk would be proud" moment was when within the three hits there was already trap.

Such tragicomedy seemed to permeate the beginning of the fight at every turn. Just as survivors had - it was perhaps turn five or six - scored a few wounds in to the beast, it healed back to full with Chow Down. Chow demoralizing.

But Burgette, Samuel, Mal-Mal and Elmoak put up a good fight, though. There was a point where it looked like survivors were slowly but not steadily gaining the upper hand.

And maybe they could have won, but last two cards were Run Down and Stomp. That's a terrifying combination, as Stomp draws additional AI card if it deals damage. So if it did, it was almost guaranteed knock down. Then it would draw Run Down that has +3 speed vs knocked down targets.

Mal-Mal was the last survivor to exist. She had Tough fighting art and Screaming Skirt waist armor. Now, if she only would've had Last Man Standing fighting art to secure victory. But she didn't.

We didn't play the showdown entirely through, because Mal-Mal received Disemboweled injury, so no matter the outcome survivors would lose. On the other hand there were so many horrendous puns throughout the game that maybe... just maybe we deserved to lose.

Settlement event was Haunted.

We had two survivors in the camp. Jessie with broken back and deaf Candice with intracranial hemorrhage. King's Man fight next.

So Jessie was banished from the settlement into the wilderness.

Candice ate Lonely Fruit and died.

Burkyard ended up in ruins in a true Shakespearean style.

But hey, it was fifth lost settlement. First milestone triggered there.

Tuesday, July 10, 2018

Six bodies on the ground

Touch of Evil campaign continues with three games being played.

First Scarlet Shadow and Maria de la Rosa fight Elaine Bartlett, the Shadow Witch.

At the same time there is very little to tell about this game, and also something I believe to be record-breaking.

On turn six heroes had lost to Shadow Track.

Though there has been quick losses before, I don't think defeat has ever come this fast. Continuous murders doubled their influence by spawning spectres. Eventually heroes were drawing four mystery cards per mystery phase.

Since game was over so quickly, we played another game against the same villain.

Thomas the Courier and Adrianna, Foreign Traveler put up a far more exciting hunt.

Skilled Hand event card and Sacred Chalice combination on Thomas was what kept heroes alive. It offset otherwise bad luck quite nicely. But we had no luck in scavenging clues about Elaine's past. Thomas found two clues, Adrianna only one.

Shadow Track was relentless, and forced heroes to start showdown too early.

All the events and abilities combined, Adrianna was able to muster over 25 fight dice.

Sadly this was not enough. Or more accurately, the intensity of Elaine's wrath was too much. So many fight dice killed both heroes in one turn. Elaine went undefeated, though she was reduced to three wounds remaining.

Last, and least, Lucy Hanbrook and Harlow Morgan attempted to vanquish the Banshee.


This game was by far the most accessible of these three and heroes had their chance. Lucy mustered 16 fight dice with silver bullets, and Harlow Morgan had 31 investigation at his highest, and was able to launch 19 dice at the Banshee in showdown. But this was not enough against the ghost with 21 wounds, because heroes had no staying power in the form of wound prevention to themselves.

Heroes tried to go big and failed, and yet they couldn't go home either. They were dead. Banshee survived with six wounds.

Campaign statistics:

Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow, Krampus
Villains still to be defeated: 11, +1 investigation vs Werewolf and Shadow Witch

Heroes dead: Lucy Hanbrook, Harlow Morgan, Scarlet Shadow, Maria de la Rosa, Thomas the Courier, Adrianna, Valeria, Jack Fellows, Argot Blackwell, Inspector Cooke, Isabella von Took & Liliana, Lost Soul
Heroes remaining: 12

Stashed investigation: 7

Thursday, July 5, 2018

JMG Warmachine tournament III

At the end of last month there was a tournament held in my home city. As I had not been able to practice much, I had decided on a familiar list structure - Deneghra3 and Infernal Machines.

This time my second list was in theme, too. Which was Infernal Machines.

My lists were:
[Theme] Infernal Machines
Deneghra, the Soul Weaver [+27]
- Corruptor [14]
- Deathripper [6]
- Inflictor [13]
- Nightmare [18]
- Nightwretch [7]
- The Withershadow Combine [9]
Necrotech [2]
Pistol Wraith [0(5)]
Soul Trapper [1]
Mechanithralls (min) [6]
- Brute Thrall (2) [4]
Necrosurgeon & Stitch Thralls [4]
Soulhunters (max) [18]

[Theme] Infernal Machines
Master Necrotech Mortenebra [+24]
- Kraken [36]
- Seether [13]
- Stalker [8]
Darragh Wrathe [9]
Pistol Wraith [0(5)]
Ragman [4]
Soul Trapper [1]
Bile Thralls (max) [15]
Mechanithralls (max) [9]
- Brute Thrall (2) [4]

Tournament waas four rounds and used steamroller 2018 rules.

Game 1: Deneghra3

Opponent had

[Theme] Masters of War
Tyrant Xerxis [+28]
- Agonizer [6]
- Tiberion [22]
Extoller Soulward [3]
Mortitheurge Willbreaker [4]
Cataphract Cetrati (max) [18]
- Tyrant Vorkesh [0(6)]
Legends of Halaak [8]
Paingiver Beast Handlers (min) [5]
Praetorian Ferox (max) [20]
Praetorian Swordsmen (max) [13]
- Praetorian Swordsman Officer & Standard [4]
Tyrant Commander & Standard Bearer [0(6)]
Tyrant Commander & Standard Bearer [0(6)]

First game against Skorne was probably the most exciting one this tournament had. Shame that it had such an ending.

I neither had the raw hitting power required to crack such a brick list, nor the attack volume. And not much of an attrition either. So I had to be exceedingly careful in this game - and even with time constraints I think I did pretty well. Game became a real struggle with control points, Skorne always being a point or two in lead. I got to commit Deneghra to danger and have her in action, which I'm somehow drawn into.

But I strongly dislike time limits, whether coming from clock or a set number of rounds. And in this game experience was ruined by both. It looked like I was winning with deathclock - opponent had three seconds left in clock. But then again it was seventh turn, which gave scenario victory for Skorne. I wouldn't have been happy had I won with deathclock, and I couldn't be happy that I lost to game being cut in a manner that I find artificial. But out of these two the latter was better here, as I believed I'd lose the game at least to attrition. So victory at least got to rightful hands.

Game 2: Deneghra3

Opponent had:

[Theme] Storm of the North
Horgle, the Anvil [+29]
- Dire Troll Bomber [19]
- Dire Troll Mauler [15]
- Trollkin Runebearer [0(5)]
Fell Caller Hero [0(5)]
Valka Curseborn, Chieftain of the North [0(6)]
Krielstone Bearer & Stone Scribes (max) [9]
- Northkin Elder [3]
Trollkin Champions (max) [16]
- Skaldi Bonehammer [5]
- Trollkin Sorcerer (1) [3]
Trollkin Champions (max) [16]
Hearthgut Hooch Hauler [18]

I probably mentioned how I enjoy sending Deneghra3 into the middle of action?

Games like these are annoying. Fortunately they don't happen all that often, but still. I stole the victory from my very own mouth by making choices based on misunderstandings.

Game was good up until to the point where time started running short. Again it was a game of trying to grind control points, but this time the advantage was for me.

I either had the chance to try and assassinate Horgle or trying to get the few remaining points from control points 6-4. But my model count was already so low, not to mention the clock. So I launched Deneghra and some random mechanithralls upon Horgle.

I had given Puppet Master for Deneghra. Mortality missed, and obviously I forgot to use Mortality.

Second Mortality hit, but that was six focus points away from actual attacks for assassination. Also, every damn attempt at killing Dire Troll Mauler (that had around five boxes left) failed.

Then Mechanithralls charged, but didn't amount to much. Especially when I re-rolled an attack roll 5,5 that was slightly tilted next to scenario zones.

At some point after the game it came to my attention that opponent actually had three scenario points.

So I would've needed to kill Valka Curseborn and the nearly dead Dire Troll Mauler to score those remaining points.

Oh well. Lose & Learn.

Game 3: Deneghra3

I can't piece together the list involved in game three. It was against Khador and Sorscha1. I don't have any pictures of this match because the game was over before I realized.

I respect the bravery of my opponent. It takes some courage to attend a tournament without that much playing experience. Opponent didn't realize players scored scenario points in every turn after the second players' second turn. And Khadoran warjacks tend to be slow, unless list is specifically built to enhance that. It was a fast scenario victory for Cryx.

Game 4: Mortenebra

Opponent had a list something like this:

[Theme] The Bones of Orboros
Krueger the Stormlord [+27]
- Megalith [20]
- Wold Guardian [16]
- Woldwarden [14]
- Woldwarden [14]
- Woldwyrd [9]
- Woldwyrd [9]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Blackclad Wayfarer [0(4)]
Gallows Grove [2]
Gallows Grove [2]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
- Stone Keeper [2]

Last game was over nearly as fast as the previous one - this time to my demise. I really should've known better than to run Mortenebra that far up. But I thought she'd be kind of safe beyond the forest. After all there were no Tree Walkers or other kind of forest-sighted models. But a Gallows Grove was able to get line of sight to Mortenebra with a tiniest sliver of base tugging out from the forest. Then Krueger hit Mortenebra with a boosted Telekinesis, and remaining fury was spent on two telekinesis's on Megalith and Woldwarden. First Megalith trampled into the forest and managed to hit with Weight of Stone. Woldwarden trampled, too, and killed Mortenebra.

To make this loss even saltier was the fact that I had Seether nearby - had it's facing been even ten degrees in different position, it would have been able to counter charge Megalith - blocking the way for Woldwarden. Maybe then we might have had an interesting game.

None of the games in this tournament had a very satisfactory course. All of them seemed to be lacking in some very basic way that I find enjoyable in Warmachine and Hordes. But I suppose a game like this had to come. Trying again anyway at the end of this month.

Sunday, July 1, 2018

Night before tournament

Before warmachine tournament I played two practice games with a friend who had come from another city to partake this tournament.

[Theme] Infernal Machines
Master Necrotech Mortenebra [+24]
- Kraken [36]
- Seether [13]
- Stalker [8]
Darragh Wrathe [9]
Pistol Wraith [0(5)]
Ragman [4]
Soul Trapper [1]
Bile Thralls (max) [15]
Mechanithralls (min) [6]
- Brute Thrall (2) [4]
- Skarlock Commander [3]

Opponent had:

[Theme] Imperial Warhost
Lord Assassin Morghoul [+29]
- Agonizer [0(6)]
- Archidon [10]
- Archidon [10]
- Basilisk Drake [8]
- Basilisk Drake [8]
- Basilisk Krea [0(7)]
- Desert Hydra [38]
- Titan Gladiator [15]
Orin Midwinter, Rogue Inquisitor [5]
Paingiver Beast Handlers (min) [5]
Paingiver Beast Handlers (min) [5]

We played two games because the first one ended so soon. Morghoul was too far in front and without fury points. Kraken triggered Overrun for Seether, that then charged some sort of basilisk, getting Morghoul within range of the rest of it's attacks.

Second game I had a chance at scenario game, though I was intimidated by the Hydra quite a bit. Then I noticed how Morghoul was within easy charge range of Kraken. For one reason or another I thought it was a clever idea to charge the warlock.

I did secure these chances by killing Agonizer first - and as a consequence filling Morghoul with even more fury for transfers.

Even with feat re-roll I think only one attack actually hit and dealt 20 points of damage. But it was transferred away all too easily.

Loss for Mortenebra, then.

Thursday, June 28, 2018

Rose for the princess

Love letters were being sent once more a few days ago.

Though it looked like princess had already decided - none of the letters one of the players sent received any notion from her highness. Granted, it tends to affect outcomes when two times in a row the other players had princess in hand when baron showed up. This means automatic letter delivery with only two players. Princess really seems to like roses that much.

Wednesday, June 20, 2018

Sixteen Years and Dust

So the group of four gathered to play Kingdom Death once more.

Since the game table was set up, I continued the story of Semathi State for a few years. Enough time had passed since the death of Suneais.

But I thought I had lost too much actual brawn from the settlement. I decided to take on Flower Knight level 2, since it has lower toughness than other level 2 quarries.

Hunt Phase had more events than your average level 3 hunts. This was thanks to events like Feet giving three extra events and survivors running away from Finale.

Showdown took a long time to resolve. It was a careful dance with Rothyong the spear master taking most of the hits. Survivors didn't get to roll for Breakthrough even once, and hunt phase had given -1 strength tokens for three members. This was troublesome, but became a real problem once Flower Knight released some pollen into the air, giving some survivors even more strength penalties.

Brabatul, who had bandages for the team, but he had gained hemophobia during hunt phase. This didn't play well with survivors receiving automatic bleed tokens from leaving fairy ring.

Trap card was thankfully late in the hit location deck. Trap sprung and didn't do all that much, but during second run-through of the hit location deck trap came early on as revealed by Cat's Eye Circlet. This further had survivors on their toes.

Last two cards in the AI deck were Pommel Punch and Pollen Strike, and survivors had their defenses pretty much devastated. A stressful situation especially when hit location deck was already running low even with me keeping trap at bay with Circlet.

After way too much struggle Pollen Strike was removed from Knight's arsenal. Pommel Punch was easy to evade, but Parry hit locations with basic attack on failure were not.

Finally Flower Knight was without cards in AI deck. One more wound. Just one.

Well, it did come and nobody died, but Rothyong had received hamstrung permanent injury and gaping chest wound.

Settlement event was Phantom. Warm Virus made departing survivors to receive +5 insanity and a random fighting art.

Then the Hand paid a visit, and wanted Rothyong to die. The spear master, who is also wielding twilight sword.

I decided to resist. After making Vespertine Cello Rothyong was able to get Rawhide Vest affinities activated. No helm because she is narcissistic.

Rothyong along with three fresh recruits survived the visit of his majesty rather well. A contracture and one of the new faces having to skip next hunt were only actual injuries that happened, which came from Line Up. But since The Hand has these nice aftermath rewards, a person who grew from Warbling Bloom died anyway.

But I shouldn't complain, as everyone in the fight rolled +1 strength from applause except for Flokla. He gained the best result of accuracy, strength and evasion. Offsets contracture nicely.

Currently settlement is plagued by some sort of fancy fashion bloom. A total of three survivors have received Wardrobe Expert fighting art - and it cannot be because of lousy shuffling. I shuffle the deck and roll a d20 and take the card that corresponds with the result, counting from top to bottom.

Year 11 hunt. I was really confident in my soon-to-be axe master, reborn bow specialist, and a few other great heroes. So I went greedily at level 2 Spidicules.

This is where downfall begun, and started a cascade failure like no other.

I believe it was first full party kill during when hunting quarries. Many times it has been so very close to happen. This time, actually it was almost like one of those times. Victory and defeat hanged on one roll of 5+, with a re-roll. But nope, not this time.

I blame this defeat for losing Dharellan during hunt - the axe wielder. Kind of losing, that is. He touched a statue in an inappropriate way, and became a sculpture himself - freeing the trapped shield professional. This was a straight net loss of three points of strength.

But still the showdown went relatively fine. Until there were around ten spiderlings on board, and all the survivors locked with Frantic Spinning.

Spidicules no longer had any cards left in AI deck, so it was performing basic action all the time. This made it possible for the former statue person - the only one still remaining - to take one last swing at the monster. Failed.

Kingdom Death really tried to rub it in my face when settlement event was Skull Eater. Luckily the one with cranial cravings succeeded in self-medication, so this didn't become a long term problem.

There was seven survivors left, and four of the best ones had died. Well, at least conviction comes to help. Semathi State needed to pick barbaric.

I wanted my revenge on Spidicules. But this time around hunt party tried to catch a level 1. Hunt phase and showdown went excessively well. Spidicules takes Klamura (mother of Veromura) into it's lair. Nourain would have wanted to leave Klamura there, so Veromura took his life for such insult. That was Rivalry settlement event.

Settlement population is starting to look grim, but fortunately it's a re-match against The Hand. With two shields and absurd defenses of Rothyong I felt very secure in entering this fight. Rothyong, the spear master and twilight-sword wielder fought The Hand with Ma-aia, one of the original four prologue survivors. Veromura and Ovdar completed the party.

Ma-aia dies to very first attack, which was the Line Up. Annoying, but that was the only casualty. Ovdar took one trauma roll, but received only Overprotective disorder.

And reward are amazing. Rothyong gets +1 accuracy, strength and evasion. The remaining two get +1 strength. It's starting to look good.

Well, except that The Hand claims Ovdar's life in the aftermath roll. Rothyong and Veromura had been present in the first meeting with The Hand, so I suppose he plays favorites.

Then Hooded Knight pays a visit and duels Rothyong.

The Rothyong with +3 accuracy, +3 strength, +3 evasion, but with only one level of Twilight Sword proficiency. Rothyong falls in this duel and Hooded Knight leaves the settlement and looks disappointed. Probably I looked disappointed, too.

So suddenly there was only two members alive, third one trapped by Spidicules.

Veromura and Baledda were both of different sexes, so all was not lost. However, I couldn't trigger Intimacy during year 13. But Veromura and Baledda went off to save Klamura from Spidicules. Showdown itself went well, the two were able to butcher Spidicules at their leisure. Veromura, however, had picked Crystal Skin ability/impairment during hunt phase, and Ghostly Beauty somewhere. So she started to marbleize. And she would pass Crystal Skin to all of her offspring if she was to have any children, so I might get a settlement full of crystal-people.

Klamura is saved and returns with extra courage and understanding. What a boon!

And Kingdom Death's nightmare world definitely wanted me to continue this campaign even from dire situation like this when it gave two love juices from resource deck, and I did have a breeding pair of people in the settlement.

Double ones.


Really?? With Protect the Young life principle?

So population was down to one female with Crystal Skin.

Veromura, the Brainless Fool of Phoenix. Fist and Tooth proficiency at four. Crystal Skin, which I assume reflected her Ghostly Beauty disorder. Stark Raving she was, too. And that she was. She had +3 strength, +1 evasion and +1 speed. Well, she would have +4 strength, but one gaping chest wound from duel with Nourain hindered her.

She had faced The Hand twice, and lived to tell the tale. But to whom she would tell it now?

She had killed a fellow survivor that had insulted her mother. And then she rescued her mother. What a heroine.

I spent an endeavor to have her dance the Forbidden Dance. In hindsight this was a bad idea. She was ruined and lost -1 movement. I suppose those crystallized limbs aren't that lithe. Then she studies a statue and becomes Abyssal Sadist - I thought she might need this because of Ghostly Beauty.

I said she was Stark Raving mad. Rude to say something like that, but what else can one say when she thought that best way to save the settlement would be picking flowers and plant them for company? (I wanted to challenge level 2 flower knight in hopes of getting both Warbling Blooms to start having kids. Now imagine that. A settlement with one made of stone, and two flower-people planting their seed to fertile soil as fast as they can.)

I really thought she would be able to challenge the guardian of the woods with evasion 3 and abyssal sadist.

But hunt phase doomed that plan already. Last space before The Forest Wants What It Wants was Madflies that frenzied Veromura. Meaning she wouldn't be able to dodge.

She triggered Sonorous Rest anyway. Settlement had innovated Storytelling, so she was able to have some fun with shadow puppet play. Alone. But she was amused nonetheless and was able to relax.

Showdown started and she had +1 strength token and +1 speed token, and some other result gave her -1 accuracy token and +1 evasion token. So maybe. Maybe she'd be able to pull it through.

But she wasn't. AI cards were nasty. Thousand Cuts was exactly what wasn't needed here. Also that -1 accuracy token had her hit only on 9's. She had four attack dice, though.

She was able to score five wounds and even receive Fencing secret fighting art. But then she took a severe head injury. Without Crystal Skin it would have been intracranial hemorrhage. But with Crystal Skin it was a decapitation. She ended up with Insanity 38.

What a campaign.

I really should have taken more detailed notes and write some astounding stories that unfolded during game. House rules I had for Protect the Young were promising. More often than not it didn't affect anything, and without once-in-a-lifetime reroll the small stat gains here and there gave the player a bit more freedom in choosing where and how to have survivors killed. As happened with Spidicules level 2.

I'll allow me next solo campaign when I have really completed Flower Knight, the two survivor models I have in progress, and Phoenix wings ready to attach to main body.

Final survivor death count: 26.

Kill count:

Year 0 Prologue lion
Year 1 White lion 1
Year 2 White lion 1
Year 3 White lion 1
Year 4 Butcher 1
Year 5 Manhunter 1, Spidicules 1
Year 6 Spidicules 1
Year 7 Flower Knight 1
Year 8 White Lion 1,
Year 9 Lonely Tree 1, Slenderman 1
Year 10 Manhunter 2
Year 11 The Hand 1, Flower Knight 2
Year 12 Spidicules 2 (lost)
Year 13 The Hand 1
Year 14 Spidicules 1
Year 15 Spidicules 1
Year 16 Flower Knight 2 (lost)

Mortenebra1 versus Zerkova2

Played this 75 point game of Warmachine as a sort of practice for an upcoming tournament. I really want to play Mortenebra1, but last time in a tournament I was too afraid to put her on table in any of the games because her list was outside of theme. So I suppose I will play her in the only theme I have an actual selection of models to choose. Except, of course, Black Industries.

Still annoyed with theme lists. But here's my list:

[Theme] Infernal Machines
Master Necrotech Mortenebra [+24]
- Defiler [8]
- Kraken [36]
- Seether [13]
Darragh Wrathe [9]
Pistol Wraith [0(5)]
Saxon Orrik [4]
Soul Trapper [1]
Bile Thralls (max) [15]
Mechanithralls (min) [6]
- Brute Thrall (2) [4]
- Skarlock Commander [3]

Opponent had:

[Theme] Wolves of Winter
Obavnik Kommander Zerkova [+24]
- Devastator [14]
- Juggernaut [13]
- Sylys Wyshnalyrr, The Seeker [4]
Greylord Forge Seer [0(4)]
Koldun Lord [4]
Doom Reaver Swordsmen [13]
- Greylord Escort [0(3)]
Doom Reaver Swordsmen [13]
- Greylord Escort [3]
Greylord Outriders (max) [20]
Greylord Ternion [7]
Lady Aiyana & Master Holt [8]
- Koldun Kapitan Valachev [0(4)]

I let opponent start game, which in hindsight may have been a mistake. Scenario was Recon II. Wreck marker represents Kraken, which I forgot home.

I was quite worried about the amount of sprays opponent could muster. My def 10 & 12 infantry with 12+ armor values felt almost like dead weight. And then there was this solo that denied ranged attacks within 9" of it.

But the horror dawned on my only after I actually saw spd 9 cavalry with 8" sprays doing their thing and being able to reposition to safety. Looking back now, I should have kept Darragh Wrathe spamming Mortal Fear with Kraken and Seether and not somewhere in-between. That 1" of extra movement for Bile Thralls wasn't going to add up to anything on that flank. Oh well.

I tried to play extra carefully, and in the end I was far too careful. Opponent was able to score scenario victory, as I only had one reliable contestant - the Kraken.

Monday, June 18, 2018

If only a look could kill...

Burk is dead! Long live Burk! Oh...

Another year has passed in Burkyard.

I mean, Boneyard.

Year 7 began with Manhunter fight. We had Candice, Mal-Mal, Samuel and Avatar of Burk confronting this enigmatic figure that had come to claim, well, did anyone even ask what it was about to claim?

Probably not, as Burk and Manhunter started grinning at each other intensely, which quickly evolved into a staring contest.

Mal-Mal's Red Fist secret fighting art gave us the edge we needed, and showdown went on well enough.

Burk used caratosis X to infict automatic hit with Clawhead Arrow. This hit Manhunter in the shoulder. Slowly he turned around and gave Burk a look that sent him fleeing the scene.

Manhunter shot some volleys into the air and dealt intracranial hemorrhage to Candice. Soon enough there was only one card left in Manhunter's AI deck.

It was Murderous Gaze, and it targeted Burk. Don't ask how, but this was enough to decapitate Burk. Manhunter had won their staring contest. He probably fulfilled whatever his secret mission was, because he died soon after.

This was annoying, because it is so rare to get a savior with Survival of the Fittest. And Boneyard lost the savior in the first showdown. I suppose Burk was the savior Boneyard did not need, but deserved.

Who would follow in Burk's footsteps? Who would be able to fulfill the destiny that was written in the stars? In a shaking handwriting and incoherent contents, but written in the stars nonetheless!

It was Burk's number #1 fan, who discovered her one, true name.


We hunt a level 1 antelope, which isn't much of a problem. When survivors return, year 8 begins with incomprehensible glossolalia. Nobody understands what each other is saying. And true to her calling, Burgette steps forward and invents a completely new language, becoming the Mother of Words.

I envision that in this new language every noun is "Burk".

Next we might try level 2 Screaming Antelope before King's Man encounter.