Wednesday, May 27, 2026

Screaming doghand

Lantern Year 10 hunt & showdown: Screaming Antelope level 2 

Twice Nameless bow user, Chybele, nameless daggerist and Volibala Fifaly begin the hunt for the antelope.

Hunt took a while to resolve, because both the antelope AND the survivors kept backing off. At least the hunt phase was bountiful, one basic resource, one vermin and two Large Flat Teeth before the showdown even began.

Showdown started well enough even if the gloom arrow shots were essentially wasted, as the four wounds the party did on the first turn ended up getting healed by Chow Down on the second turn. Kind of a classic opening for Screaming Antelope.

Both teams were steadily damaging each other. Bow user was overperforming with his crits, but everyone carried their weight until there was around four AI cards left. Then all survivors just decided to stop this silly hitting business. Every extra turn caused by the incompetence of survivors was terrifying, because three of them had zero survival left. And somehow the Great Kick managed to become the very last AI card in the deck.

Fortunately everything turned out fine. No permanent severe injuries, although daggerist had to skip next hunt. Survivors had picked three Fresh Acanthus, but two of them went into damage mitigation.

Resource haul was impressive, although almost no hides came out of the decks despite getting, what, five basic resources, two vermin and all but five Screaming Antelope resources. Four hides were barely enough to innovate and craft lost Rawhide Vest and a new Leather Shield.


Lantern Year 11: Gorm Climate out of deck

Settlement challenges The Hand for it's demands.

Hooded knight makes a matching wound for nameless Twilight Sword user. 

1: Settlement innovates Inner Lantern
2: Leather-working
3: Face-Painting
4: TERRIBLE matchmaking by Chybele, Polly died.
5: Failed augury.

Settlement develops Rawhide Vest (nameless daggerist lost it when she became a vestiphobe), Leather Shield and Dried Acanthus.

Lantern Year 11 special showdown: The Hand level 1

Lischentya, Benoira, nameless savior and Volibala accept the challenge.

While The Hand is usually a sort of a breeze with a couple dangerous rolls, a green savior removed even that aspect. Line Up did kill Lischentya, but everyone else escaped unscathed and even rolled 7+ for applause. Reward roll was also a 9+, so the settlement received a serious boon in middle of year 11.

Since Lischentya died, settlement gained two endeavors. Oh, and retroactively the one who donated the leather and skull, Tumbo, died as well.

6: Settlement built Weapon Crafter
7: Another Face-Painting
8: Chybele tries to scavenge the weapon crafter, but fails.

Chybele and Incognito chose a new family name, Hatchet. They received twins, Roocie and Hatchet. 

Settlement also developed Counterweighted Axe and Bone Pickaxe.

Lantern Year 11 hunt & showdown: Frogdog level 2

Senaus, Benoira, Twice Nameless and Pentska began hunting this scary new quarry. Scary because we were mostly going in blind. I had just once hunted a level one before. 

A pleasant surprise was to receive the drums innovation from hunt.

But for the showdown... yeah, were we ill-prepared. That automatic stink damage hurts so much without proper armor. 

A frogdog fart decapitated our bow trainee who was two slots away from mastery on the second turn.

I think both of us believed at that point that this was going to be a party wipe. However, if the frogdog was doing obscene amounts of damage, so were the survivors. The frog died on turn four, although this required some desperate measures by the survivors, like tossing a Founding Stone and spending a lifetime re-roll on a wound attempt, and taking out our only dried acanthus.

But yeah... in the end it turned out to be an epic victory. 


Lantern year 12: Slender Blight

Slender Blight zeroed the insanity of returning survivors, which was a problem for sentient sword wielding Senaus.

We chose Barbaric as our conviction, and then Benoira became the Mere Navi, losing an eye in the process. 

1: Settlement innovates Cooking.
2: Leathermaking
3-4: Face Painting for Matchmaker
5: Matchmaker, Grachio and Hoki take on the name of Emissio, and have a daughter, Emily.
6: Senaus drums alone to get a little insanity for his Twilight Sword.

Settlement develops a Long Club, Spiked Buckler, Lure Lantern and Leather Bracers. And even Monster Grease, because Molyland was going to lose a bunch of resources next year, so might as well spend them.


Lantern year 12 hunt & showdown: Frogdog level 2

Senaus, Benoira, Manaus Bo and nameless daggerist proceeded to hunt the beast. 

And right off the bat Senaus recognizes someone from the stone faces below and loses all his insanity. Apparently the one he recognized was a White Speaker of sorts, because the stone face whispered White Secret to him, making him Ageless as well. Nice I guess, although Senaus benefits the least from that ability thanks to his Twilight Sword. 

White Secret lunacy also gave him three insanity, which was barely enough to use the Twilight Sword.

... and later in the fight his insanity was reset again.

Showdown began, and there were three stinky survivors already, one of them being Benoira. She had taken Monster Grease along with her so that the monster would hit her only on 9+. However, she had picked up a minus evasion along the way. And either way, hitting on 9+ does you no good if you get automatically hit by your own stench.

Showdown felt a lot more manageable now, even if still oppressive. That, despite Gloom Arrows triggering  the trap right away with the first attack ever made by the survivors. And even if survivors hit less and wounded less. But the thing is, Frogdog seemed to match the survivors' fervor. 

In the end only one severe injury was needed. And that was for Benoira. And it was a head explosion. Again.

Well, at least Benoira was holding the Sleeping Virus Flower, so she'd be coming back. However, it was a huge bummer anyway, as she had the acid hands ability to train fist and tooth. 

Other than that, the showdown went down just in time before heavy injury levels started generating masses of severe injury rolls.


Lantern Year 13: Gathering Emissions

Returning survivors needed a little more time to deal with the gasses from Frogdog's putrid pond, and needed to skip next hunt. 

Hands of Heat branded the feet of Manaus, which cost twelve resources for the settlement.

The corpse of Benoira offered her flower to Vega, who transformed into Benoira Reborn. 

1: Settlement innovates Nightmare Training
2-3: Face Painting, but this time to do battle. Only one success, though.
4: Benoira Reborn drums for a bit of insanity for the upcoming showdown.
5: Hatchet Hatchet is appointed as the new Mere Navi.
6: Leathermaking to finally complete the leather armor set.
7: Theuvo tries to scavenge broken lanterns. Only tries.


Lantern Year 13 nemesis showdown: The Hand level 1

Benoira Reborn, Grachio Emissio, Pentska Bo and Chybele Hatchet defended the Moly Land... again. 

This time around Chybele managed to slap in a wound to The Hand with her axe, right before Soft Chuckle. Pentska tried to follow in her footsteps, and yeah, pulled the trap. Pentska took a warped pelvis. Nobody died, but for sure he didn't try to train his dagger during this showdown. He had such high hopes for his performance, that missing his shot made him Apathetic after hearing the soft chuckle.

Other than that the showdown went as usual. Grachio Emissio was the quota kill for Line Up. 

The Hand was sore loser and punted a lantern at Benoira. She survived, but went deaf.

Benoira and Chybele took a point of strength from Applause. Pentska received the highest rewards, but even that couldn't drag him away from apathy.


Lantern Year 14: Cracks in the Ground

Cracks took a re-roll to not lose anybody. Settlement had to dismantle Albedo to protect resources from Gorm Climate.

1: Settlement innovates Shrine
2: Benoira trains a point of weapon proficiency with Nightmare Training
3: Chybele tried to do the same, but doesn't succeed.
4: Pentska tries to either fix his brain or pelvis with Bloodletting, but gets only insanity.
5: Shrine gives +1 armor bonuses for departees.
6: Matchmaker gave Mackpie and Manda surprise twins, Strangela and Onni.

Next hunt is likely going to be frogdog again. Whenever that will be. 

Sunday, May 24, 2026

This is not a dispute, this is a massacre

 A 50ss game of Malifaux

Strategy: Wedge Boundary Dispute

Schemes: Frame Job, Take the Highground, Public Demonstration

My list:

Seamus, Last Breath & Copycat Killer
Strange Lady
Madame Sybelle
2x Dead Dandy
2x Mourner
Gravedigger

Pool: 3

Opponent had:

C. Hoffman, Steel Sculptor & Mechanical Attendant
Peacekeeper
Melissa KORE
Clipper
2x Hunter
2x Watcher

Pool: 2


Turn 1: Resurrectionists took Public Demonstration, Guild picked Take the Highground

Lines were closing in with such almost never-seen-before symmetry. Guild did take it further to the centerline, but they had to with their scheme, which Augmented scored without issues.

Resurrectionists had a bit more issues since they had no effective placement tricks outside of Seamus. Strange Lady at least gave interacts left and right so that both players got all of their strategy markers past centerline.

Public Demonstration did require some struggle. Clipper didn't go where I expected, so Madame Sybelle had to move it on top of the highest building near my deployment. Hoffman had not yet activated, so I was worrying he would give a walk for Clipper. It was about half an inch away from Strange Lady's aura, so Seamus had to Secret Passage, strike twice to score Shove Aside and then Secret Passage away. 

Thus, both players scored full points turn one for a 3-3 tie.


Turn 2: Resurrectionists took Assassinate on Clipper, Guild picked Search the Area

Seamus activated and killed Clipper with a line of 13, 12 and 11 in my starting hand. In a perfect world, that is. Opponent was flipping good and cheated severes from hand as required. Clipper was brought down to three, after which is just activated and ended activation within 6" of Hoffman to heal four. Strange Lady got to the building as well, charged and moved Clipper off the building. I still had Dead Dandy and Mourner to deal with it.

Despite Dandy attacking it with a stat of 6 versus willpower of 4 and a three for minimum damage, the bugger just somehow wriggled until the end of turn with three health remaining. Infuriating.

Oh, ho, ho. You sweet summer child. THAT was supposed to be infuriating? How about this.

Hunter activated, charged Dead Dandy. Red Joker and a Pouncing Strike to Mourner that deals in damage. Second action point was to attack Mourner, which killed her and scored Pouncing Strike to Dead Dandy, which killed a second minion that still had not yet activated. Hunter got Fast, but fortunately at least that harpoon attack missed it's target, but that... that stuff right there was crippling.

Gravedigger died as well before it got to activate.

At least all of these models dying before they got to activate had something positive to come out of it. Augmented got zero points from their scheme, because there was no-one left to activate to score those points.

However, Augmented absolutely dominated the strategy this round, and Resurrectionists only got one point from their scheme as well. Scores were a 4-4 tie.

Situation was grim, but we still continued because there was some game left thanks to no points from Search the Area.


Turn 3: Resurrectionists took Runic Binding, Guild picked Breakthrough

I tried to block opponent from scoring full points from Breakthrough, and at least I did make him exert some effort to do that. 

Sybelle was in a good position to affect strategy, but Hunter was in a better position to affect Sybelle. Hunter would need to die, but Sybelle just wasn't able to do that alone in one activation.

Copycat Killer was able to press strategy a little, but that was not enough because Madame Sybelle was tied up. Usually it should be the other way around with Madame Sybelle, I suppose. 

At least Dead Dandy had been able to remove Clipper before it activated.

Seamus was imperative in making the Runic Binding go off, so both crews took full points from schemes. Only Guild did strategy, though, so they got a 7-6 lead.


Turn 4: Resurrectionists took Ensnare, Guild picked Assassinate on Seamus

Although it was a desperate situation for Seamus, we did some activations to confirm. Strange Lady was able to get a point from Ensnare easily enough. Opponent activated Hoffman first to get rid of one of my strategy markers, which in itself was bad but Seamus did a secret passage to a Watcher that had Hastened and Fast conditions. He was able to kill it, but it took all actions so he wasn't able to push back the strategy marker Hoffman had just tossed away. This put Seamus out of reach from most Guild models.

Madame Sybelle was able to kill the Hunte



r that was tormenting her, but since that took both actions as well, there was little she could do to affect strategy. 

The surviving Mourner was able to damage the second Watcher before it got to activate, but did not score a kill. 

Around there we stopped game, because Dead Dandy alone in my deployment zone wasn't going to tip the strategy over to me. In the end scores werent' that terrible despite the outrageous rampage of Hunter on turn two. Game was a 9-8 loss which could have been a 10-8 loss if opponent was able to deal a couple more points in to Seamus.


Sunday, May 10, 2026

Endure Not

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Plant Explosives

Schemes: Ensnare, Take the Highground, Grave Robbing


My list:

McMourning, Insanitary & Corpse Curator
Sebastian
Rogue Necromancy
Leftovers
Oskar
Kentauroi
2x Dapperling

Pool: 3

Opponent had:

Clampetts, Ballyhoo Bucket & Judd&Honey
Uncle Boggs
Aunty Mel
Sir Vantes
Mossbeard
3x Buckaroo

Pool: 1


Turn 1: 
Experimental Ensnare, Anglers Take the Highground

Resurrectionists were being cagey with their activations, activating both Dapperlings first and McMourning walking and spamming graft tokens on Leftovers, Kentauroi and Sebastian. But eventually I had to open up my game, and Oskar activated to move Rogue Necromancy a little forward via actions and triggers, and he walked and scaled to a height 3 terrain.

Aaand that's when hell started raining on Oskar. Aunty Mel, Judd and Honey and Sir Vantes went to attack him. Thanks to some luck, Oskar ended the turn with seven hit points... and he was in cover against all of the attacks.

However, eventually Bayou activated Clampetts to go and place a strategy marker past the centerline. This opened up Leftovers to leap to Mossbeard and place a couple of scheme markers to get at least one point from Ensnare, enabled by Corpse Curator.

One Buckaroo to the left placed a strategy marker, and Clampetts had placed another. Obnoxious Rogue Necromancy took a soulstone leap, interacted a strategy marker and charged the Buckaroo. Didn't hit, though.

Kentauroi dragged McMourning to centerline and placed its strategy marker, while Sebastian walked to centerline, dropped explosive and graft-leaped to a Buckaroo. 

Anglers had plenty of spaces to get two points from their scheme, while Experimental could take just one. They did, however, tie the score by scoring strategy alone for a 2-2.


Turn 2:
Experimental picks Search the Area, Anglers Make It Look Like an Accident

Right of the bat Anglers took a point from their scheme by making Oskar fall from the rocky terrain. Oskar took flight right after, trying to hide behind the height 3 terrain. In the end this did not work out, as Judd & Honey were able to climb on top of the terrain and shoot Oskar below fifty percent.

Rogue Necromancy botched it's activation, trying to eat a Buckaroo that escaped with two health remaining. Two other Buckaroos ran into or near my deployment, and there was little I could do to prevent that.

Corpse Curator went to place a scheme marker to my deployment zone for next turn's possible Breakthrough, and then went to scale on top of a cover terrain. After being mauled by Clampetts. 

McMourning and Sebastian had to wait to almost last activations to push four scheme markers to a forest half inside enemy deployment to get Search the Area. 

Leftovers were beaten to a pulp after dropping their explosives, then healed, and right after that beaten down to three hit points once again. 

Anglers took two points from scheme, but so did Experimentals, while maintaining upper hand in strategy for a 5-4 lead. 


Turn 3:
Both crews attempt a breakthrough.

Anglers spammed strategy markers to Experimental deployment zone easily enough thanks to Buckaroos, and one of them even denied full points from Breakthrough. So that caused Resurrectionists to pick up only one point from scheme. However, Anglers sufficed for one point for their own as well.

Clampetts killed a Dapperling, making it drop its explosive charge. 

I had completely misread the strategy extra points, and thought that the thing was to place two scheme markers to enemy deployment zone. So I wasted Sebastian's activation completely to that, not to mention not getting an extra point either. Oh well.

Uncle Bogg started slicing up Leftovers, eventually even dissecting a bisection.

I had pretty much lost the center and my own rear, Anglers having free reign over my side of the board. They were able to catch up with the strategy, despite Resurrectionists having six strategy markers past the centerline.

So, Anglers scored both strategy and extra point from strategy, plus their one point from Breakthrough as well. Experimentals just got one point from strategy and one from scheme. This tied the scores at 7-7.


Turn 4:
Experimental Assassination of Mossbeard, and Anglers picked Frame Job on Sir Vantes.

Another absurd case of lack of attention. I somehow thought I needed only one point from Assassination to score maximum points from schemes... which was, well, not true at all.

Early on Sebastian went to charge and sepsis Mossbeard for the point. Later one of the Last Bites even threw some dirt on Mossbeard, bringing him down to one remaining plus poisoned.

Mossbeard was moved by someone, then dropped an explosive and tried to heal himself. And look at that, a most unfortunate Black Joker if there ever was one.

Now, Anglers still had Judd & Honey available for heals. But it was disturbingly easy to go and plant that single point of damage in to Mossbeard with Rogue Necromancy's leap action.

That alone brought Resurrectionists to 9 points. While it looked like Anglers would get the strategy point this turn, we ended the game anyway since Anglers had their Frame Job on Sir Vantes, who at that point had no nearby models that had any inclination to attack him.

A 9-8 victory for McMourning. 

Tuesday, May 5, 2026

Madflies, madflies everywhere!

 Lantern Year 12 special showdown: Lion Knight level 2

Ragtag team of survivors defended the village with a costume play. 

Prominent roles: Auge (villain/fool), Eedge (fool/villain), Roficien (damsel), Porfic (ruler)

I was fully committed to losing this thing, but when White Mask gave those precious +1 Strength tokens made me question if I might actually be able to pull a win out of this.

Ruler and damsel switched their roles right off the bat so that damsel would be able to both utilize the -1 speed for the Lion Knight, but also shoot with catgut bow.

I thought it would be a good idea to lure Lion Knight closer to damsel, because he just would need to get back to the stage on the next move. With any chance, the fool with her amber poleaxe might poke a wound in to the knight.

It... sort of worked. But the thing is... Lion Knight dismembered the leg of the villain. She'd not get anywhere near the stage anymore. 

At least the volley from Gloom Arrows was beautiful. All five attacks hit, and each of them wounded. There were a total of three Stage Fights in the top three cards though, so damsel was disrobed of armor they had.

However, survivors did fairly well with punching through that toughness 12. Fool had to use the honk horn to save the villain from all but certain demise. She got nearly killed herself as a thanks, so the one-legged ex-villain had to switch the roles back almost right away. She was already at three bleed tokens.

This was especially annoying, because the Lion Knight had been whittled down to, like, two cards remaining, which were finally blasted, too. 

Villain was at four bleed tokens, and about to take two speed 3, dmg 3 attacks to the face, while no longer having any armor points and multiple heavy injury levels. Also not on stage, so unable to dodge. 

Only way to score victory seemed to be the amber poleaxe. The fool walked and dashed in front of Lion Knight, and let the beast loose. Rolls was a four, so the villain used her once-per-lifetime re-roll on that. An eight! 

What a close call. As a reward the villain also had her arm severed. 

What an exciting play!


Lantern Year 12 hunt & showdown: White Lion level 2

Golimato, Goliheen, Leihovia and Pidicule begin hunt.

Settlement is running out of time to explore the new armor sets, so White Lion it is.

Sea of Golden Grass and White Lion Cub gave incredible start to the hunt already, but then Leihovia rolled up Finale, losing her ear in the process. Stone Noses were turned into Steel Sword and Steel Shield.

And  then the hunting party met the Surgeon, who fixed Leihovia's pelvis. Is the game rewarding me for finally hunting level twos? Must be, because the final AI card was Prowling Lion, and the lion itself had been lured on top of Overwhelming Darkness.

Showdown went fine even if a couple of survivors got to zero survival points remaining.


Lantern Year 13: Plague

Oh, okay.

Porfic, Talwar, Eedge and Ofici survive the plague with a single re-roll wasted on this duplicate event. Leihovia went Stark-Raving Mad from the Lion God encounter, and Hands of Heat gave a point of speed for Leihovia.

Hands of Heat carved a massive hole to the settlement storage.

Endeavors:

1: Settlement innovates Momento Mori over Partnership...
2-3: Face Painting for intimacy, only one success
4: Matchmaker for Ofici and Auge. Auge dies. 
5: Face Painting for departing
6-7: Talici Nella was trained with shared experience, she got Orator of Death from Age 1.


Lantern Year 13 showdown - Hand level 1

Leihovia, Pidicule, Porfic and Ficiar talk to The Hand, and that's about it. Zero threat. A couple of survivors went to light brain injury, however. 

However, rewards were not exciting. Pidicule took the best, getting +1 accuracy, strength and evasion, but he had worst stats in the first place. Ficiar took a point of strength, which was splendid. Porfic took a random +1 luck from age, though, so there's that.

Rewards was the best, -1 population, plus Leather, Skull and five basic resources. Eedge uNimportanT "donated" the leather. And the skull.


Lantern Year 14: Lights in the Sky

Gorm Climate gave a point of courage to Ofar

1: FINALLY settlement innovates Symposium!
2: Face Painting for depart bonuses
3: Shared experience triggers Age for Ficiar. He gets Abyssal Sadist.
4: Trepanning for Golimato, who gets rid of Ghostly Beauty
5: Trepanning for Leihovia, who gets rid of Stage Fright
6-7: Auguries for Talici, who manages to get two understanding from the endeavors, and rolled one more endeavor for this settlement phase via Insight.
8: One more Augury, which finally prompted an Intimacy. Eemac and Golimato formed Phouros family, and got a kid named Eelimato. 


Lantern Year 14 hunt & showdown: Screaming Antelope level 2

Leihovia, Pidicule, Golimato and Ficiar start to track the beast.

Dead Antelope gives resources, but then... then... Madflies! Madflies all over again! Half of the team frenzied! This can't be happening! Argh. Well, at least it isn't important or anything to dash out of diabolical trample zone, or anything.

Antelope migrates, and then Golimato trades Rawhide Whip for White Lion Mask and loses all survival. Like he needed it anyway, since he frenzied.

Ficior gets heavy injury levels to head and arms from a frozen lightning. 

At least Overwhelming Darkness wasn't too bad, and fresh grazing fields even gave Ficior one hit location back to full. Leihovia was able to successfully mine a piece of iron as well. 

Pidicule investigates broken lanterns, and finds a broken lantern. What are the chances? 

Next survivors got to skip the next space, and showdown started. Random terrain was Nightmare Tree and Copperfish Den. Tactics was absolutely worst for Screaming Antelope: Trip Formation. Yeah, no thanks, not going to cause a total of four points of damage to two survivors to knock down the antelope.

Screaming Antelope began with Lonely Rampage, which was a blessing of sorts. I was remembering that survivors with 25+ insanity run away in the aftermath, but it was 20+ instead. Golimato had twenty-six. 

Once again Chow Down made the showdown infuriating. Well, that was my mistake to some extent, not obsessively spamming Rawhide Headband without Surge available. But the thing healed a total of five with two Chow Downs. 

Other than that the showdown went sort of fine, only Pidicule was disemboweled and suffered a gaping chest injury. There were far too many severe rolls to feel secure, but that's what bring excitement into the showdowns after all. 

Pidicule had spent most of his time trying to get trampled over by the Screaming Antelope, but at least four or five first tries failed to make a wound with Amber Poleaxe. Only two such attempt succeeded in total, but at least the last one of them was Screaming Antelope impaling its last wound to the stake.


Lantern Year 15: Dark Trader

Only five endeavors, since Ficiar got post-traumatic stress disorder from Overwhelming Darkness. 

... and, oh no. I hunted White Lion and Screaming Antelope just for the sole reason of wanting to try out the new hybrid armor sets from Lion Knight... but I really should have read those beforehand. I didn't realize even Dancer and Brawler armor required pieces from Phoenix set. Funny fun. Whee. Yay. Well... I guess I should use the resources elsewhere instead.

Like buying a useless pink stone from the trader. Yeah, I just did that.

1: Settlement innovates Nightmare Training... still no surge.
2-3: Since Pidicule had frenzied and was at max survival, he trained twice with the new innovation, gaining +1 strength and weapon proficiency level.
4: Settlement builds Weapon Crafter
5: Settlement turns all Pelts and White Furs into leather, just out of spite.

Next? I want to try out other new content I have, so Dragon King it is. I hope it goes better than against Phoenix.


Lantern Year 15 hunt & showdown - Dragon King level 1

Although unsure if I'll wreck this settlement another time around, Leihovia, Talici, Golimato and Goliheen start the hunt against a never-faced before quarry. I did have a hunch not to bring any flammable gear with me.

Talici met a thespian troupe, but dared not encounter them. I wonder if those were Lion Knight's entourage. Instead, Talici had a dream where to go. Leihovia and Goliheen had the exactly same dream, which was weird enough until next year.

Leihovia went down the sinkhole, or would have had not Goliheen sacrificed his re-roll.

Golimato gazes upwards to see the majestic shadow of, well, nothing. 

Goliheen finds the charred remains of a settlement, and then the showdown starts.

It wasn't... too bad. But how it looked to me is that that's going to be the case, until survivors get caught in the meltdown zone. I did quickly learn to respect irradiate as well. 

Golimato certainly had a theme going on, since during hunt he was brave enough to gaze up... and during showdown the Dragon King was impressed by his courage, archiving Lordly Roar. 

Goliheen did pick up a few too many disorders, though. One of them being Sworn Enemy against Dragon King. So I guess I go hunt the beast more in the future. 



Lantern Year 16: Weird Dream

Well, it appears the hunters brought weird dreams with them back to settlement.

Eelimato had to spend his re-roll on Gorm Climate.

1: Settlement innovates Scrap Smelting. 
2: Leihovia tried Nightmare Training, but it was more nightmare than training. 
3-5: Face Paintings for intimacy, one fail.
6-7: I had the expectation that murder might be on the menu at the theatre tonight, so settlement used both matchmakers and Love Juice to make three babies for Phouros family. Welcome, Emacita, Phobaro and Ihcisias. This whole ordeal took a total of one re-roll.


Lantern Year 16 special showdown - Lion Knight level 3

Oh my. That Toughness 15 sure looks rough to deal with, but I'll try nonetheless with a semi-proper team.

Ficiar, Golimato, Ofar, and already a veteran of Lion Knight, Porfic Nimportan defend the settlement right before Butcher appears.

... and what a pathetic play it was. 

It was a wipe. Survivors managed to inflict six wounds, although plenty of attempts were made that fell one short. When villain died the first time around, I decided to ditch the play and tried to run away. Except that Golimato was villain by then, so Ofar had to swap with him. However, all the runaways just stumbled on the stage miserably, dying to their injuries even without the help of Lion Knight.

Settlement lost the Steel Sword as well. Not a big loss, but still. 

I guess level 3 Lion Knight is, by design, so hard that it can be realistically be won after one failure such as this. Provided, of course, that lantern year 20 still has good enough survivors.

Well, let's continue with the settlement phase, then.

8-11: Age for Emacita and Ihcisias
12: White Mask offers strength tokens for departees.
13-14: Auguries until intimacy, Roficien and Goliheen receive twins, Rofiheen and Golicien.
15: Broken Lantern scavenge at Weapon Crafter. Success.


Lantern Year 16 Nemesis Showdown: Butcher level 2

And... I see.

So that's how it is.

Butcher drew SEVEN cards on his first turn, and killed the bow user. Fortunately after he had at least used the gloom arrows for two wounds. Of course one of the seven was the mood that made Butcher attack after taking two wounds.

I had taken the fully linked Monster Grease for one of the newborn I took to the showdown, meaning Butcher was hitting her only with 8+. But the way Butcher was rolling would have required 10+. There was even a 9,9,9 roll. Fortunately I had taken the steel shield to this showdown, so it was easy to dodge Butcher attacks for as long as there was survival... And when survival ended, Butcher was hitting just as happily. 

Now, all this might have been manageable, but survivors were rolling the exact inverse of what Butcher was rolling, especially when wounding. The amount of ones and twos was beyond frustrating. This was bulls diarrhea!

Survivors did get Butcher down to like four AI cards remaining, which wasn't good news either because one of them was the Bite, which always targeted head location for severe rolls.

Yeah. Another four survivors down the drain... as well as all the resources.

I think think this settlement is done, and I'll just mess around with the last few survivors.


Lantern Year 17: Nickname

Real funny, event deck. Real funny.

At least Gorm Climate rolled poorly, and I let it take all resources from settlement storage... where there were none! Bwahahaha! Yes, I'm crying as I'm laughing.

Well. At least a ton of endeavors.

1-2: Auguries for intimacy.
3-4: Another two auguries for intimacy.
5-8: Goliheen scavenges in the Weapon Crafter, triggering See the Truth and finally getting the one Broken Lantern.
9: White Mask to get +1 strength tokens, but didn't even with three re-rolls.
10: Last Augury for augury. Looks like this settlement is going to drag on in life support...

Ofici and Roficien choose the family name of Panik, and receive the kids named Lostit, Defeatred and Vanqusha.

Leihovia, Phobaro, Vanqusha and Rofiheen begin the hunt for Frogdog level 2. But I think that sorry epilogue will be another update later on.

Wednesday, April 29, 2026

Truly Obscene Feasts

 Two 50ss games of Malifaux 4th edition.

First game:

Strategy: Standard Recover Evidence

Schemes: Leave Your Mark, Scout the Rooftops, Grave Robbing

My list:

Kirai Ankoku, Lady of Vengeance & Ikiryo
Kuchisake-Onna
Lost Love
Batsch & Amalie
Carrion Effigy
Goryo
Shikome
Gwisin
Enslaved Spirit

Pool: 4

Opponent had:

Jakob Lynch, Wild Card & Hungering Darkness
Kitty Dumont
Sen
Mr. Graves
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Urami picks Scout the Rooftops, Honeypot Leaves Their Mark

Shikome went to pick up the initial strategy marker from far right, while an Illuminated did the same far left. 

Kitty, an Illuminated, Lynch and Hungering Darkness all kept spamming scheme markers near the center point as I was piling my own near it to bluff Leave Your Mark and Scout the Rooftops. 

Kuchisake-Onna summoned a seishin and made a Gaki near the centerpoint, which had Honeypot quite concerned. I think it was Lynch who killed the Gaki as soon as possible, which only prompted a second strategy marker for Honeypot. Bummer. High risk high reward did not pay out... yet.

Goryo had gone to place a scheme marker on top of a cliff near centerpoint. Batsch & Amalie copied it, so there were two. 

Carrion Effigy ran next to a bridge, and Lost Love stood by the effigy's side and went to drop a scheme marker on the terrain piece.

However, Kirai was just about the last model to activate. There were Seishins near the middle so she made an additional Gaki, feasting away the mark Honeypot left. Kirai also gave Ikiryo an action to drop a third scheme marker for Scout the Rooftops.

So, Urami scored two from schemes, but zero from strategy. Honeypot did vice versa, since they were able to pick up the extra point from strategy. Scores tied at 2-2.


Turn 2: Urami picks Detonate Charges, Honeypot stays with Leave Your Mark

The turn was defined by the action happening at the centerpoint. Urami began slapping scheme markers on top of the terrain for Detonate Charges - Scout the Rooftops lead to Leave Your Mark as well. And, well, Honeypot kept scribbling their initials to the hand best as they can.

One notable moment was when Ikiryo walked and charged someone, and then killed herself and blasted Adversary on the entire enemy crew, except for one Illuminated and Beckoner who were hanging around near the left edge of the table. 

Adversary proved to be deadly, as both Hungering Darkness and Kitty Dumont died without too much effort. And then to add an insult to injury, Kuchisake-Onna took a swing at Sen, and scored Red Joker, leaving Sen standing with just one hit point.

Gwisin, Goryo and Batsch & Amalie near each other proved to be a fortress. Attacks kept pouring at Goryo, but in the end phase it had only a few damage boxes marked in after Gwisin took a hit here and there, and the fungal duo did a little jig to cheer their spirit.

Honeypot managed to take a point from Leave Your Mark this time around, but Urami got two from Detonate Charges. Both got strategy, but Urami took the extra point as well for a 6-4 lead.


Turn 3: Urami picks Take the Highground, Honeypot chooses Make It Look Like an Accident

Sen who had just a single hit point left beckoned Gwisin from top of the terrain to score a point from Make It Look Like an Accident. Gwisin then did everything it could to run away, but Mr. Graves would have none of that and killed the target.

Enslaved Spirit died as well, although it first tried to go and claim the red roofed building for scheme. Illuminated in the middle died to Goryo and Kirai.

Shikome, Lost Love and Kuchisake-Onna did Take the Highground, but Kuchisake did summon Ikiryo as well. And as if there hadn't already been enough brutal attacks by Urami models, Ikiryo charged Mr. Tannen and killed him with a single action point. Ikiryo went off the board again, just in case.

Both crews took full points from schemes, but this time around Honeypot was left with no strategy points. This gave Urami a 9-6 lead.


Turn 4:

We didn't play fourth turn, as Honeypot at most might score a tie, and that would have required Urami models doing pretty much nothing.


Game 2:

Strategy: Corner Informants

Schemes: Detonate Charges, Scout the Rooftops, Search the Area


My list:

Hamelin, Plaguebringer & Obedient Wretch
Nix
Fumigator
Tunnel Rats
Tuco Ortega
Rat Catcher
2x Stolen

Pool: 6

Opponent had:

Lucas McCabe, Tomb Delver & 2x Cryptologist
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Huckster
Hopeful Prospect

Pool: 3

Turn 1: Both crews pick... surprise surprise, Scout the Rooftops.

Although not much else happened other than troops closing in, it was apparent that Wastrels were not practicing enough social distancing. Rat Catcher summoned a couple rats, one of which went to drop blight on a Ruffian, from which it spread to a Rough Rider and a Cryptologist.

McCabe went to contest the marker in the center, and a Stolen ran to gave him pox after the kid had been lured by Hamelin and disoriented by fogs from Fumigator.

Five Wastrels were coming from the right, three of whom had bunched up. Nix was able to blast one Blight in there, from where it spread to Sidir, a Ruffian and the Hopeful Prospect.

Tunnel Rats was saved for the last activation, and dropped a scheme for Scout the Rooftops, and then used Secret Passage to deliver another marker to Wastrel side of the board, getting two points from scheme. Wastrels didn't have such a trick up their sleeve, and instead had to do with one. 

I gave strategy to Wastrels to move the markers around. I didn't know if that would pay off, but in my last Informants game I was at the receiving end of this, so I wanted to try it out.

So, a 2-2 tie again.


Turn 2: Both crews pick... surprise surprise, Detonate Charges

First activation was Rough Rider trying to shoot Tunnel Rats dead from a vantage point. But thanks to rotten luck and some cards from hand, stat five with a plus fate was not able to cut through def four. This had major repercussions, since Tunnel Rats was later able to walk on top of tall tower and contest the strategy marker on the Wastrel side, plus drop a scheme marker near enemy models with Biting Insult. Opponent was able to claim the marker back, but that required two models instead of one.

And whose a good boy? Nix is! And by good I mean of course super annoying. Good to see that the piece is conditionally as infuriating as ever.

Nix charged near Ruffian, Hopeful Prospect and Sidir. Would this trick pay off as well? He bit Sidir, who used his Tarnished Mirror to slap four damage back to Nix. Ouch. Bonus action was promptly the heal instead of revelers dropping. 

Welll, in the end Nix made took 50% off of Hopeful Prospect's activation, but he was able to remove blight from Sidir. My hand was relatively poor, just one ten, five empowers and... the Red Joker. I had difficult choice to make. A full-activation Sidir would mean horrible news to Nix, so a Stolen took double walk near the bunch and used Onward. No Tomes to empowers, and no Tomes from flip. So, Red Joker it was, to get off that bonus walk and re-apply blight to Sidir and Hopeful Prospect, and Desper LaRaux as a bonus as well. 

Ruffian beat the snot out of that Stolen, and Desper leaped out of Nix cancellation aura and charged the Stolen, killing them. 

Sidir walked and scaled on terrain, tried to shoot Nix but was canceled. He did a mortar strike and used soulstone to shoot Nix anyway, and managed to land in a couple of damage points.

New edition made it look like McCabe was sort of behaving better, but he relapsed into whipping a kid to death at the center. To his defense, the kid had already given him two poxes. 

A Rough Rider to the right climbed on the industrial platform and started shooting at Obedient Wretch, and brought her down to one health remaining. She thought since she'd die soon anyway, she went to at least take Hopeful Prospect with her. And didn't even die.

Tuco disillusioned Rough Rider away from contesting a strategy marker, and went to drop a scheme near the horse.

Plague had been able to dodge any too serious consequences for their actions... but then, something happened. No, that trend did continue, but it continued in such a way that it started to feel bad. Rat Catcher summoned a couple rats more, which eventually formed into a Rat King. With the remaining bonus and a single action point Rat King was able to kill an uninjured Rough Rider!

Somehow Wastrels had failed to plant any charges, and Plague lucked out full two points thanks to Tunnel Rats.

Both scored strategy, but Plague still had less points so they were able to move the markers for a 5-3 lead.


Turn 3: Plague picks Runic Binding, Wastrel stays with Detonate Charges

Now un-blighted Sidir was able to shoot Nix off the board. That could have been the beginning of a turning point for Wastrels, but then the Rat King ate Ruffian who had taken just one point of damage. Again with one action point and bonus. What is happening in here?! First summoned Gaki's eats all the schemes, now summoned rats do the same for models.

Plague did play a little too obvious Runic Binding, so Wastrels were able to wriggle out of maximum points, so Hamelin had to suffice with one. Tunnel Rats died in the process. 

Wastrels were pushing for the Detonate Charges this time a little more insistently, but Tuco was able to shoot off one of the markers, so Wastrels took zero once more. Plague also received strategy while Wastrels did not, so the situation looked grim after Hamelin was leading 7-3. 


Turn 4: 

Situation did in fact look too grim for McCabe, and we did not play the fourth round.


Monday, April 20, 2026

Rogue Appetite

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Informants

Schemes: Make it look like an accident, Search the Area, Runic Binding

My list:

Dr. McMourning, Malpractitioner & Zombie Chihuahua
Sebastian
Rogue Necromancy
Leftovers
Rafkin
Kentauroi
Bone Pile

Pool: 5

Opponent had:

Misaki Katanaka, Fractured & Wanyudo
Ototo
Yamaziko
Katanaka Crime Boss
Katanaka Sniper
2x Torakage
Shadow Fate Effigy

Pool: 5


Turn 1: Experimental picks Runic Binding, Last Blossom makes it look like an accident.

Rafkin started by prodding Leftovers, giving them an Interesting Parts token, and summoned a Little Gasser. Eventually Leftovers took a walk and a oozing slither on top a building, and placed a scheme marker to bluff for either Runic Binding or Search the Area. However, Leftovers were pushed from top of the building by some of the plenty crew signature actions, scoring a point from Make it look like an accident for Ten Thunders.

Yamaziko had taken a central position over a building, spreading those nasty auras all over the board. She even got concealment aura from somewhere to help Ototo, Shadow Effigy and Misaki.

McMourning pushed Kentauroi a bit with crew signature, walked, and had to use Vial of Goo to get a little closer to place a scheme marker to bluff two different schemes again. Eventually Kentauroi pidcked up Bone Pile and went forward, but had take a walk to go and drop a third scheme for Runic Binding. I had already activated Crime Boss inside the binding, and Yamaziko was sort of easy to reach as well. However, I was dreadfully afraid of multiple effective ways Last Blossom had to remove scheme markers that when opponent didn't remove one, I just grabbed the one point from Runic Binding as fast as I could.

Rogue Necromancy and Torakage went to contest strategy marker center-left. Leftovers and Crime Boss were doing the same to marker on the right. McMourning and Ototo were holding the central marker. Or at least were, until Wanyudo came to contest as well.

Zombie Chihuahua walked and charged and gave a solid hit against Wanyudo, which poisoned it as well. Later Sebastian bumbled around, eventually leaping to Chihuahua looking for spare parts. He sawed Wanyudo for a bit, and removed the poison to attack again. The thing was left with just two health remaining.

Various enemy models were able to damage Kentauroi down to one health remaining and burning, even when it had the fumes aura. 

By ganging up on the middle, Resurrectionists were able to take the lead in strategy. Both had scored a single point from schemes, for a 2-1 lead for McMourning.


Turn 2: Experimental Takes the Highground, Last Blossom attempts Breakthrough

I lost the Kentauroi, but I had the first activation. Rogue Necromancy did a leap near Wanyudo, and killed it with Pouncing Strike. However, this took my highest cards from hand, so I didn't push it when remaining two attacks missed Katanaka Sniper.

Ototo hit Zombie Chihuahua and healed back to thirteen or so after probably Sebastian came in sawing the henchman. Chihuahua took a double walk to contest center-left strategy marker, and holding one building for Take the Highground.

Crime Boss was able to smack Leftovers down to three health remaining. Torakage came to contest the center-right marker as well. Bone Pile reinforced Leftovers and threw them a bone, tying up that marker as well.

McMourning did a scary activation by scaling up to Yamaziko, slapping her down to two health remaining and poisoned. She had not yet activated, so that was a death sentence. He also tossed a Vial of Goo on Shadow Effigy, essentially dooming it as well. 

By then both players had spent their entire hand. Shadow Effigy took a point of damage and tried to hail mary itself into Shadow Emissary, but failed the attack and died to poison. Yamaziko, too.

Another Torakage had made it piece of cake to score Breakthrough with two points for Ten Thunders. 

Opponent had kept pushing my models off the buildings left and right, so Resurrectionists struggled to get even one point from Take the Highground. Both players had enough strategy markers to score points, but since Ten Thunders had still scored less from strategy, they got to do the little placearoo.

Scores tied at 4-4



Turn 3: Experimental Makes it look like an accident instead, Last Blossom wants to Assassinate Sebastian

Rogue Necromancer was able to slap Katanaka Sniper down from a shack, scoring a point. However, only one of the attacks hit and left the little guy alive. Zombie Chihuahua tried to score the second point next, but failed to do even one point.Eventually I had to use McMourning to finish the point for me. 

Ototo crushed Sebastian in one cruel activation, two points for Ten Thunders again.

Leftovers were split open, and one of the Bisecrions and their assorted appendages were cut down by Misaki and Crime Boss. One Bisection remained, though. Status quo remained for center-right marker, although Bone Pile, Torakage and Bisection were all sitting with just three health remaining. 

As their last activation, another Torakage went to claim the strategy marker on my side of the board. Rafkin had to backtrack. He had two attempts to shoo off the minion - first with crew signature, which failed. Then by scoring masks on the melee. Attack hit, but was not masks.

Ten Thunders got a point from strategy while Resurrectionists got none. Both had scored two from schemes, so it was a 6-7 lead for Misaki.


Turn 4: Experimental reshapes the land with corpses, Last Blossom tries to Scout the Rooftops

Rogue Necromancy. Did a thing. By murdering Misaki, who was at eleven health remaining. Okay, there might have been a black joker involved there. This was a deciding factor for the game, though. Although I see we played one major aspect of the strategy incorrectly - those strategy markers had been happily arranged within 8" of each other. So close in fact, that a single model was able to contest all three. And that had been Misaki.

 Remains of Leftovers had been scattered all across the Ten Thunders side, but there were four of them. I had a hard decision to make - and Chihuahua killed itself for the fifth marker.

I had this demented plan of running McMourning to the center, attacking Crime Boss or Ototo and summoning Chihuahua back, and remove the summon token with crew signature. However, a Torakage abandoned scheme and rushed on top of the building with most remaining Last Blossoms, and there was no easily available space for the good doctor. He was able to claim one strategy to himself with what remained of a Last Bite.

A narrow 10-9 victory for McMourning.




Monday, April 6, 2026

Damn the cult

We played a game of Talisman, with four players. 

The cast:

Arcane Scion -> Prophetess
Scavenger
Warlord
Celestial


We played with a hidden ending and Cataclysm board.

Early game was dominated by having the Toxic Spring pop up on Graveyard, and Fountain of Wisdom right next to it.

Arcane Scion got otherwise good start, but got into the nasty situation of hanging by the thread with just by one health remaining. Eventually Warlord paid for Black Knight to put the wonder kid out of his misery, and Prophetess entered the game.

Celestial had mediocre progress, not facing serious setbacks but not great progress either. It soon became apparent that it was a race between Scavenger and Warlord to win the game after Scavenger robbed the remains of Arcane Scion, getting the Talisman that gave +2 Craft in the middle and inner region. Warlord had utterly obnoxious  battle stats, but was locked behind unfinished warlock quest. This gave Scavenger the headstart to start getting through the inner region. Which was astonishing in it's own right. Scavenger had two health remaining, but managed to roll just one life lost at the icy tower thing, and even beat up the snowbeast like it was nothing. Mines and portal of power were a joke.

But then the hidden ending was revealed. Cult of the Damned was formed, and suddenly all the heroes had to set aside their petty squabbles and try to eradicate all dwellers. This... was perfectly doable, but somehow that happened when Warlord had to miss two turns, and Celestial was missing their next turn as well. This gave the cultists an enormous head start. 

Prophetess and Scavenger (who had one life remaining) were both attacking with Strength 4, while Celestial was doing just a little better. But warlord had easy enough time dispatching a stack of three.

Given the circumstances, adventurers were doing better than expected during battles. However... they absolutely started to botch their movement rolls, which meant that six remaining cultists were  able to infiltrate through portal of power after Warlord failed to attack a stack of four.

So, EVERYBODY loses.

Trolls Not Allowed

A four player game of Dungeon Lords. One of the players, Red, had never played Dungeon Lords before, so she was a bit overwhelmed at the mechanics, but winged it on the go without a long term plan. 

It's been a long time since the rest of us had played this game as well, but at least we were able to plan forward a little, and could try to convince ourselves we were focusing on some aspect of the game. I did masterfully navigate the evil-o-meter to construct lame, easy to beat adventuring parties. Throughout the game only two of my tunnels were conquered - although this did not make me the battlemaster, that title was shared with another player. But I had only Demon and Slime monsters going on for me. 

One of the players drew out the Paladin on the second year, and was able to eventually transfer it to Red. Oh no. Red took a whopping -12 points from conquered tiles. But yeah, that's not -16. During second year she made the investment to acquire a dragon. She was able to blast through the adventurers, Paladin or no Paladin. 

The was the time to count scores. And much to everyone's surprise - and most to Red's surprise - it was actually she who managed to win the game. 

Since we included the expansion monsters, RNG decided that this game did not have trolls for hire at any point of the game.