Wednesday, July 15, 2026

Rat is a four letter word, suppose Nix is as well

 A 50ss game of Malifaux 4th edition.

Strategy: Flank Boundary Dispute

Schemes: Leave Your Mark, Assassinate, Scout the Rooftops

My list:

Hamelin, Piper & Benny Wolcomb
Nix
Fumigator
Tunnel Rats
Johan Creedy
2x Rat Catcher
Stolen

Pool: 4

Opponent had:

C. Hoffman, Inventor & Edie
Peacekeeper
Clipper
Warden
2x Hunter
2x Watcher

Pool: 4

Turn 1: 
Plague picks Scout the Rooftops, Augmented leaves their mark.

Early on Guild put Peacekeeper on the central platform without having even been activated yet. I was horrified, all my models were easily within reach of a 12" charge threat. 

Nix had to spend an eleven and a twelve from my hand to land Blight token on Peacekeeper before walking within 3" of the scary robot. In the end it was a good trade since it kept the scary robot in check, unable to do much. 

Clipper had flied with Hoffman closer, and they both went to drop enough scheme markers to center point to account for Rat King's devour abilities.

Benny and Hamelin had spawned more than enough rats for that Rat King to form. Rat Catchers had not managed to do the same, especially when Benny turned one of the rats into a scheme marker for Scout the Rooftops. Rat King did little else except that it removed a pylon.

Johan Creedy managed to leap to Peacekeeper. He started hammering Hoffman with relic hammer, but managed barely to scrape off some paint.

Stolen and Tunnel Rats dropped enough schemes for Scout the Rooftops. Augmented had over-secured their Leave Your Mark, so that was two points for both. However, two Watchers and the Hunters ensured that Plague fell behind in scenario and Guild took the lead with 3-2.


Turn 2:
Plague picks Detonate Charges, Augmented Makes It Look Like an Accident

A Hunter pulled down Rat King from center platform, but didn't manage to kill it. The Rat King got to Watcher before it was able to activate and surprisingly enough killed it. This was incredibly good news for Tunnel Rats, who were then able to deliver a strategy marker to enemy deployment zone.

The platform saw some intense fighting. Nix charged in to guard two strategy markers, and to get Hoffman, Peacekeeper and Clipper within loose bowels range. Hoffman lost his Blight token, though, because Nix considered it better to stun him.

Hoffman beat Johan down to two remaining, and Johan smacked five points of damage back with a Red Joker. Both Peacekeeper and Clipper spent most of their activations trying to kill Johan, but only brought him to one remaining. At moments like those the cost of ten makes sense for Nix. Clipper did snipe the Rat King off from the board, though.

Fumigator charged in to guard a strategy marker he just threw around. Attacks missed, checks failed.

Hunter attacked him back and brought him down to four remaining. At least Hunter took two points from hazardous terrain throughout the turn. 

Hamelin and Stolen played volleyball with two strategy markers with Watcher and Warden. 

Rat Catchers brought in so many rats that another Rat King formed and tore Hunter down to three health remaining. The catchers managed to throw away one enemy strategy marker back to their side, which meant a strategy point for me this turn.

However... I had been so busy navigating the high-stakes puzzle at the center that I was not able to get enough schemes to score even one point from Detonate Charges. I decided to keep the scheme, though, since I think I managed to bluff Leave Your Mark of my own.

So, Guild kept the lead at 6-3. Sure, point situation was not ideal, but board state did not look too bad.


Turn 3:
Plague kept Detonate Charges, Augmented takes Breakthrough. 

... things were really starting to heat up at the center. And holy moly Nix is a terrifying model if opponent lets it be - the doggo absolutely dominated the platform, essentially continuously giving Slow to Clipper, Hoffman and Peacekeeper. However, Peacekeeper was able to kill Johan as the first activation. Not much I could do about that. 

Hoffman and Clipper placed schemes on the centerline. One was removed by a devouring Rat King, another was removed by obeyed Clipper. 

Third one, late in the turn, was placed by Warden, and that one stuck.

Edie placed one in the deployment, so I kept a keen eye one the surviving Watcher. I left Benny as my very last model to activate, and that was enough for Guild to ditch their Breakthrough. Instead, Watcher delivered a strategy marker to my deployment. 

However, Stolen had managed to throw another strategy marker to enemy deployment, so Plague managed to claim the upper hand at strategy. They finally managed to score Detonate Charges as well, so scores tied exactly at 6-6. Round ended with seven rats on board without me particularly even trying to summon them... those raises just kept coming.


Turn 4:
Plague picks Take the Highground, Augmented tries to Assassinate Nix.

Guild started by taking out one of my strategy markers out of their deployment zone, and then guarding it with a Hunter. 

I considered my options. I wanted to kill Hoffman before he'd activate, so I thought that opening up two strategy markers by moving Nix behind Peacekeeper would work, especially as Hoffman had blight token to remove for the spectral bite, and I had a 13 in my hand.

Nix landed Red Death just fine, just ripping off Shielded from Hoffman. Then the good boy bit Hoffman, and Hoffman said: bad boy! Nix was so shocked from those words, which essentially functioned as the Red Joker for Nix.

Then Peacekeeper activated, and beeped as well: Bad, bad boy! Nix was so devastated that he drew Black Joker for defense. 

After Peacekeeper was done castigating Nix, he was reeling with five health remaining, and Guild got their first point from Assassinate.

Hamelin activated and went to guard the strategy markers Nix had left. He did crew action on Hoffman, leaving him down to four health. Then he obeyed Nix to attack. Attack hit home and Guild master was done.

Losing master's full activation was a hit Guild could not take. Tried as they might, Nix endured all the attacks made against him - thanks to blight tokens. 

And because Nix refused to die, Guild didn't have enough actions left to challenge strategy. 

A 10-7 victory for Plague.


This was first time I used two Rat Catchers and Nix with the piper, and I was almost horrified at how well they all functioned together. Last two turns there was a constant mass of six to seven rats on board, which meant Nix could wantonly cancel enemy actions, after which they'd just get blight right back. 


Sunday, July 12, 2026

Contrary to popular belief...

... peons DO count for strategies. Stay tuned! 

A 50ss game of Malifaux.

Strategy: Flank Informants

Schemes: Detonate Charges, Frame Job, Harness the Leyline

My list:

Kirai, Envoy of the Court & Ikiryo
Datuse Ba
Kuchisake-Onna
Oskar
Shikome
Gwisin
2x Enslaved Spirit

Pool: 4

Opponent had:

Dreamer, Fast Asleep & Lord Chompy Bits
Bandersnatch
Widow Weaver
3x Alp
2x Stitched Together
2x Daydream

Pool: 4


Turn 1:
Urami picks Frame Job with Ikiryo, Nightmare harnesses the leyline.

From top to bottom, Lord Chompy Bits took a double walk to threaten top-left strategy marker after Enslaved Spirit had ruined his bed that Dreamer had made. 

Ikiryo goes to bluff Harness the Leyline, Detonate Charges and Frame Job to the top-left marker. Alp leaped, walked and charged the totem. I had to cheat to fail the defense, which I did, to score two points from Frame Job.

Kirai eventually summoned a Gwisin out of the very same Alp, as I was a bit worried Lord Chompy Bits might chomp Ikiryo next turn.

Nightmare had both Daydreams loitering in their deployment zone, and one Stitched Together to guard the strategy marker.

In the center there was a big melee. Hired Gwisin and Shikome had taken position there to control the center marker before Dreamer came to beat up my minions. Fortunately there were not other Nightmare models there to power up the bat. After he and another Alp were done, both Gwisin and Shikome were down to five health remaining. Oskar wanter to join the party, and smacked the Alp down to three plus poisoned. And yet this packing up of models within 4" of Dreamer wasn't enough to give me control of the center marker, when Stitched Together took a double walk to start contesting. Oh well.

Below, Widow Weaver placed a shadow lair for Bandersnatch to teleport to. This eventually enabled Bandersnatch to drop a scheme marker to the centerline and charge Seishin Datsue Ba had been saving up for an extra activation.

Scores went 2-2 from my full scheme and opponent getting 1+1.


Turn 2:
Urami has a public demonstration on Dreamer, Nightmare assassinates Kuchisake-Onna

Such a brutal turn.

In the end, the totems were brawling near the top-left marker, both contesting it. In the picture there is Enslaved Spirit that has not yet resolved the flicker token.

A Stitched Together abandoned a strategy marker to kill Shikome, who had tried to escape the center.

Another Stitched Together removed the hired Gwisin. I was quickly running out of minions to score Public Demonstration!

To get any points at all from scheme I had to do a silly activation with Kirai, delivering the summoned Gwisin and Enslaved Spirit within 2" of Dreamer and dropping a scheme nearby, essentially not using any of her master abilities. 

Below, opponent was eventually able to kill Kuchisake Onna - although not before she had activated and summoned Seishins and a bunch of Gakis. Gakis were instrumental in killing the Alp that was contesting strategy marker there. Unfortunately all the Seishins were removed by Daydream arcing its attack from under a bed nearby, and even grabbing the minion to itself.

Widow Weaver and Bandersnatch were able to overpower Datsue Ba at the bottom-right marker. 

Resurrectionists lost a staggering amount of models, but at least all three Alps went down with them as well.

At an enormous cost Resurrectionists got two points from Public Demonstration, while Neverborn took the lead with 5-4 from two from schemes and the strategy.


Turn 3:
Urami assassinates Lord Chompy Bits, Nightmare detonates charges

Chompy Bits gets under the bed, and it and Dreamer remove Oskar without too much of an issue. Another Enslaved Spirit took a flicker token as well. Kirai summoned a second Gwisin to the center, so she was rather well protected from Dreamer and Lord Chompy Bits next turn.

The Gwisins and Enslaved Spirit were able to kill a Stitched Together at the center, and Oskar and possibly Kirai herself killed Lord Chompy Bits... the first time around. Dreamer summoned it right back, but at least now the totem was no longer counting towards strategy.

So, only masters were contesting the central marker. As my last activation Ikiryo went to charge and kill a Daydream, and went to claim the marker for Resurrectionists.

Datsue Ba was severely mauled by Widow Weaver's spell action, so she took flight from melee with Bandersnatch. Fortunately the spider did not follow and instead teleported to a shadow lair to drop scheme markers near Gaki for Detonate Charges. 

This time I was able to be the only player getting strategy points, plus full scheme points. However, the lone Gaki was easy target to get full points from Detonate Charges as well.

Scores tied at 7-7.


Turn 4:
Nightmare attempts to Take the Highground.

Widow Weaver came to contest the strategy marker that had Datsue Ba guarding it. But that was not enough, Chompy Bits just walked out of engagement and charged the granny. Thanks to a prepared Shielded she was left alive, but Bandersnatch was able to leap to a shadow lair that had been conjured up by Widow Weaver. Datsue Ba died, and Bandersnatch continue on its way on top of Ht 2 terrain. 

Gwisin was unable to kill Daydream with a single attack. However, Ikiryo and Kirai did much better against Dreamer, getting that kid off from my lawn. Permanently. 

It was looking good, since I would a



t least be able to block Take the Highground from Neverborn with my last Gwisin. Both Ikiryo and Kirai were controlling the central marker. At worst game would end in a draw. Opponent only had a Daydream left to activate.

...

...

Yeah.

Daydream targets Kirai and succeeds with the attack, claiming an extra raise from fright token.

And Stitched Together was able to easily get to contest the strategy marker on top of centerpoint.

So, the game suddenly turned to 9-7 loss for Resurrectionists. 



Saturday, June 27, 2026

A Promotion

 Two 50ss games of Malifaux.

Game 1:

Strategy: Standard Plant Explosives

Schemes: Harness the Leyline, Make It Look Like an Accident, Leave Your Mark

My list:

Jack Daw, Ensouled & Jaakuna Ubume
Montresor
Kari Zotiko
Batsch & Amalie
Ferryman
Crooked Man
2x Drowned
2x Dapperling

Pool: 1

Opponent had:

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

Pool: 3


Turn 1: Tormented Makes It Look Like an Accident, Wastrels are going to Leave Their Mark

With some help from Montresor, Drowned went to place a strategy marker past the centerline near the left board edge. Dapperling was there for emotional support.

Montresor also gave a walk for the Ferryman. 

To the right table edge, Drowned placed a scheme to be a homing beacon for Crooked Man. Dapperling just walked and prepared a shield. Jaakuna, who had been deployed along with them, lured Hopeful Prospector off a cliff for accident reveal party. 

Finally Batsch & Amalie pushed Ferryman forward, who dropped its explosive, bonus charged Hopeful Prospect and beat down his hopes of living.

A big fight ensued at the center. Jack Daw was teasing Sidir with waterlogged upgrades. Kari summoned a Drowned to Sidir, and Crooked Man took out one of enemy scheme markers with its greed. It looked like enemy had Leave Your Mark, so Jack Daw had placed one scheme marker to deny points.

Sidir and multiple other models as well were able to kill Ferryman, though.

Tormented took two from scheme and strategy, while Wastrels got one point from their mark.


Turn 2: Tormented attempts Breakthrough, Wastrels are going to Take the Highground

Sidir was able to get more than 2" away from my models. He started shooting Jack Daw, and dealt in nasty damage, which was patched up by Kari as much as possible. 

Wastrels cut up the slack with planting explosives. A Ruffian, Desper, Cryptologist and Lucas McCabe all spam explosives on a whim.

I had been placing scheme markers as inconspicuously as possible until Jack Daw made his big move. I had been carefully saving up for this moment - opponent would still have one model left to activate when Jack Daw bonus moved to enemy deployment, dropped scheme and charged back... and managed to kill the only model left to activate. Tormented continue being tormented.

Worse still, my crew was pushing towards enemy deployment zone with explosive tokens. As a result, opponent was able to take the lead in planting explosives. Fortunately one of their Rough Riders were too close to deployment, so Wastrels got only one point from Take the Highground. But this tied the scores to 3-3.


Turn 3: Tormented finishes Breakthrough, Wastrels are going to Search the Area

Sidir started blasting around with his machine gun. Crooked Man died, summoned Drowned died, hired Drowned from the left died. Not all of them went down by Sidir, but most of them did. However, no-one tried to deny Breakthrough, so Tormented claimed two points from that.

Jack Daw picked up a neutral marker, placed it to enemy deployment and went to bother Sidir.

Lucas single-handedly placed all the required markers for Search the Area, and there was little I could do to prevent that.

My investment from last turn paid off, when I was able to get both the bonus points from strategy, and had six to five advantage with strategy markers.

Scores went 7-5.


Turn 4: Tormented Assassinates Sidir, Wastrels push for final Breakthrough

We did not play for the entirety of the turn. Jack Daw slams an upgrade to Sidir, and lands a Red Joker on him that ticks him down to one health, thanks to hard-to-kill. Bonus action automatic damage finishes the target. 

We did take a few activations past that, but eventually it was apparent that McCabe wouldn't be able to score full scheme and full strategy points for a draw.

So about a 9-10 against 7-8 victory.


Game 2:

Strategy: Wedge Informants

Schemes: Harness the Leyline, Detonate Charges, Ensnare

My list:

Seamus AKA Sebastian & White Rabbit Co.
Madame Sybelle
Keepside Strangers
Mortimer
Batsch & Amalie
Dandy
2x Mourner

Pool: 3

Opponent had: 

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

Pool: 4


Turn 1: Both... uh, yeah.

What a weird mess of a turn.

Early on Gwyneth was catapulted to the hill near my deployment, which acted as a catalyst for some shenanigans.

First Keepside Strangers and Seamus activated, Seamus charging to Gwyneth, nearly killing her with Dead Dandy. She, however, did not die. Instead Honeypot poured all their attacks on Seamus, who in turn took a severe beating. 

Madame Sybelle tried to save Seamus by beckoning him to her... but then Jakob leaped to an Illuminated, took a walk and charged to Seamus. Redchapel master flipped a one. Lynch, on the other hand, flipped the Red Joker. Whoa. Lost master on turn one. 

Worse yet, opponent was able to control the majority of informants. 

And both had picked the easiest scheme on the roster, Detonate Charges. And both players failed to complete it. 

Honeypot scored a strategy point, and that's it.


Turn 2: Both kept their Detonate Charges

We moved on from the insanity of turn one... or did we? Madame Sybelle was promoted. She had crows in hand, so she gave concealment aura for White Rabbit Co, catching both Jakob Lynch and Gwyneth within the radius. One walk later Gwyneth died to knives in the dark, as she had two health remaining. 

Lynch and Hungering Darkness killed my second-in-command as well. 

Center was not looking good for Redchapel. But to be honest, it did not look good for Honeypot either - White Rabbit, Mourners and various other models had managed to land Slow on a bunch of enemy models. I don't think I have ever seen that much Slow on board. 

Both players were able to complete Detonate Charges for two points. Honeypot, however, continued to dominate the strategy, and got a 4-2 lead.


Turn 3: Redchapel chooses Runic Binding, Honeypot tries to rob graves.

It was a rough turn. Both crews pulled all tricks up their sleeve to remove enemy schemes and plant their own at the center-up strategy marker. I suspected opponent had Grave Robbing with strategy markers, so it was imperative for me to get those scheme markers off near my Mourner. And not only that, but have my third marker for Runic Binding.

In the end Redchapel was able to bind Kitty, Hungering Darkness and an Illuminated. And just as Redchapel was not able to remove the Ten Thunders scheme any longer and Mourner had fallen to one health remaining, she activated and ran the heck away from strategy marker.

Mortimer and Keepside Strangers were able to kill an Illuminated that was contesting a strategy marker near the Strangers. Both players had two strategy markers by when, and were contesting the center one with two models.

As my last activation Mourner flipped a lucky Masks on her melee attack against Hungering Darkness, bowling the monster off the center marker.

Suddenly Redchapel turned the tables around when Honeypot was not able to rob any graves, and lead the game with 5-4.


Turn 4: Redchapel Ensnares, Honeypot at least Leaves Their Mark

Last turn was intense as well. Redchapel got easy Ensnare off of Hungering Darkness. 

However, both Dead Dandy and White Rabbit Co. died before they were able to activate. This coupled with Batsch & Amalie deciding to Mushroom Cloud Mr. Tannen instead of walking to make placing scheme markers difficult at the center, as well as contesting the marker there cost Redchapel the game - there were not enough models to bring to center. 

Honeypot got double points from strategy, and also two points from Leave Your Mark.

So, Jakob Lynch won by the skin of their teeth with 8-7 in this exciting and weird game that just happened.

Friday, June 26, 2026

Summertime Yatzys

 Yeah, five player yatzy's and three player yatzy's. 

There was a game when my dice were on fire. Not a single dash in any column, and multiple four-of-a-kind's.

Sunday, June 14, 2026

Search the Charges

 A 50ss game of Malifaux 4th edition

Strategy: Corner Boundary Dispute

Schemes: Frame Job, Leaver Your Mark, Breakthrough

My list:

(Really) Rusty Alyce, Rider Remade & Soul Battery
Marlena Webster
Hard Stop Herbert
Vee
Midnight Stalker
Scavenger
Prospector
2x Necropunk

Pool: 5

Opponent had:

Kastore, Awakened & Marathine
Barbaros
Leech King
Gwyll
White Eyes
Cavern Nephilim
Blood Vessel

Pool: 4


Turn 1: Amalgam picks Frame Job on Midnight Stalker, Returned are going to Leave Your Mark

Necropunks and assorted aides began delivering strategy markers from left and right. White Eyes and Blood Vessel did the same on the opposing side. 

Vee inspected Marlena and Midnight Stalker, and then Midnight Stalker made his gambit of leaping, walking and interacting a scheme marker to center point. Fortunately opponent thought it was Leave Your Mark and brought Barbaros in to attack him. Fortunately I had the cards to tie the score, and Midnight Stalker only lost half of his health with one attack + hunger token. 

Prospector went to move Midnight Stalker a bit towards safety, but Marathine was able to get to him just fine. He did not die, but was left with two health remaining. 

Outcasts got two strategy markers past the centerline, one of which was guarded by Rusty Alyce. Opponent had as well. Frame Job had given two points for Outcasts, while Returned took one point from Leave Your Mark for a 3-2 lead for Rusty Alyce.


Turn 2: Amalgam Public Demonstration on Barbaros Returned wants to Take the Highground

Kastore stunned Rusty Alyce. The token was removed by Vee, but she was standing on the same platform as the Prospector. This gave ample targets for Barbaros, who walked to scale terrain to beat and bonus action Vee to death. Oh well. At least Barbaros was now in place, with a scheme marker next to him.

Marathine failed to kill Midnight Stalker, although Stalker was brought down to one health remaining. 

Leech King summoned a Giant Leech to Midnight Stalker. He had to activate before he died, so he leaped on top of building to place a scheme marker, and then turned the Giant Leech into a fancy gucci bag with Work of Art. 

White Eyes and Cavern Nephilim took two terrain pieces for Take the Highground. White Eyes yeeted third strategy marker past center line.

Necropunk and Prospector stood near Barbaros, preparing a Shielded. Prospector even managed to poke in a point of damage to Barbaros. Yay. 

A whole throng of Amalgam models climbed on the big terrain piece to the left. Marlena, Scavenger and Necropunk all went there. Action points weren't quite enough to get ahead in strategy, but at least Scavenger was able to secure a strategy point for Outcasts as well, and the Necropunk was guarding an enemy strategy marker. 

Rusty Alyce started to deliver a strategy marker towards enemy deployment zone.

Blood Vessel failed to jump to Gwyll with a Black Joker, which essentially robbed Neverborn a point.

Both took a point from strategy, but schemes went two for Outcasts and one for Neverborn, so Rusty Alyce  took a further 6-4 lead. 


Turn 3: Amalgam... uh... Detonates Charges. Returned... umm... Search the Area

Neverborn was in a nasty catch-22 at the start of turn - either they go to guard one of their strategy marker to the left and leave Midnight Stalker alive to go and throw enemy strategy marker to the right away, or kill Midnight Stalker and leave Necropunk to throw a strategy marker to the left away and leap to guard it. They killed Midnight Stalke


r, which was probably for the best. 

Third turn turned out to be a race to deny Search the Area that seemed to be forming around the gallows near the center. Since Outcasts had more models, both expendable and otherwise, they were able to shove enough models to block Search the Area in it's entirety. However, this came at the cost of me completely forgetting about Detonate Charges, so neither player received any points from schemes.

Hard Stop Herbert was tickled to death by ping damage points.

However, during all these scheme failings, Outcasts were able to take the lead in strategy for a 7-4 lead.


Turn 4: Amalgam tries Runic Binding

Thanks to my blunder with Detonate Charges we played for a few activations. But when Amalgam was able to get two points from Runic Binding, we called it a game since there was no longer even a remote chance for a draw.


Sunday, May 31, 2026

Abandoned Showgirl

 A 50ss game of Malifaux 4th edition.

Strategy: Standard Boundary Dispute

Schemes: Public Demonstration, Ensnare, Reshape the Land

My list:

Molly, Harbinger & Necrotic Construct
Archie
Philip & The Nanny
Forgotten Marshal
Night Terror
2x Rabble Riser
Crooligan

Pool: 3

Opponent had:

Colette du Bois, Star of the Show & 3x Mechanical Doves
Cassandra Felton
Shadowlark
Irena Keene
Altus Keene
Blackbird
2x Showgirl

Pool: 2


Turn 1: Forgotten picks Public Demonstration on Irena, Performers performed Ensnare.

Showgirls were delivering strategy markers as effectively as you'd expect. On the left, Archie went and charged one of the showgirls, which didn't amount to much. My initial reasoning was to stall one of the enemy strategy markers, but charging and engaging models that can interact in melee is not cost-effective. Especially when Archie went to engage a cost five model that had already placed one scheme marker. Yeah, I was offering Ensnare almost on a silver plate. Altus went to place the second required marker, but Molly forced him to interact it away right next.

However, Cassanda took a Shadowlark leap and charged Archie, punching him down to four or five health remaining. When her activation ended, she copied a scheme marker. I didn't try to deny Ensnare any longer. 

Instead, I was a little worried that opponent was delaying Irena's activation. Forgotten Marshal had been my first activation, and it interacted strategy forward, copied Night Terror's leap and went in contact with the strategy. Peacekeeper failed to keep peace. 

Eventually Colette activated and Presto-delivered Forgotten Marshal way past centerline for Irena to charge. Which she did, and savagely injured the marshal. However, that way at least I was able to get a point from Public Demonstration, and even soften up the sister a little with pattycakes. Crooligan and Night Terror went near her.

Both crews got two strategy markers past centerline. Performers got two points from Ensnare, Forgotten got one from Public Demonstration, so Arcanists took the lead with 3-2.


Turn 2: Forgotten takes Assassinate on Irena, Performers took Frame Job with Shadowlark

Archie leaped and rush-charged Irena with that insane 3" melee tentacle. Damage was decent, and first point was scored. Unfortunately Molly was unable to finish Irena, so she mutilated Forgotten Marshal down to one health, and killed Crooligan with just one hit. Necrotic Machine came to heal him and Archie, before finally Night Terror was able to secure the second scheme point with two subsonic screeches.

I forgot who dealt the damage and Abandoned token, but Showgirl to the right went to move a strategy marker past centerline. Rabble Riser had thrown that marker back so far that the Showgirl was forgotten and died to abandonment.

Other Showgirl, a Mechanical Dove and Shadowlark tried to kill the second Rabble Riser while delivering strategy markers, and nearly did so. The Riser was down to one health remaining. Ten of masks was my last card in hand, though, so he was able to dislodge from Mechanical Dove and Shadowlark to go and even out the strategy marker count.

Philip and Nanny did shenanigans. They charged Shadowlark and scored a lucky masks, pushing through the trio of performers with prams. They were then able to interact one Performer strategy back to their side, and Rambling Man right to it. I just wonder... why didn't I walk?

Unfortunately opponent had Frame Job with Shadowlark, so Arcanists secured a point.

Cassanda just sliced and diced Philip & Nanny to a forgotten level of success.

Against all odds Forgotten Marshal survived with one health remaining, and even Archie was still standing. Scores even tied at 5-5.


Turn 3: Forgotten takes Scout the Rooftops, Performers went avant garde with Public Demonstration

I did a pretty good job at delivering one of my strategy markers and one Arcanist strategy marker to enemy deployment, with one more Resurrectionists strategy within one interact. This did take Molly, Nighterror and the Rabble Riser who had one health. Molly found a clue from top of terrain. That meddling Altus went to investigate, blocking one scheme marker from Scout the Rooftops. 

Still alive Showgirl beautifully killed Rabble Riser by beckoning Philip & Nanny to rush those prams to backstage. Blackbird finished Forgotten Marshal.

Archie that had been yeeted almost to my deployment zone went to place a scheme marker for Scout the Rooftops, and so did Philip & Nanny. 

This was opponent second game of fourth edition, so he goofed up Public Demonstration. He had picked Night Terror, which is already illegal, and tried to score with Mechanical Dove and Blackbird. Whoops, happens. 

This was my... what? Twenty-sixth game of fourth edition? During end phase I was somehow thinking that I had already secured two points from Scout the Rooftops, so I was free to spend soulstone with Necrotic Construct to rob myself a point by running off the building, and taking a walk to guard enemy strategy marker.

Resurrectionists had been able to claw out strategy for this turn, and... one (1) point from Scout the Rooftops as well. A 7-5 lead for Resurrectionists.


Turn 4: Dispute over, everyone just detonates charges

In the end, I got two of my strategy markers to enemy deployment, while Arcanists got only one strategy to my deployment. However, thanks to interacting while ignoring my models standing next to their strategy markers, Performers managed to get their other two markers past the centerline. At least Philip & Nanny had been able to body block Cassandra from getting to a position to push a second marker to my deployment.

However, that left Resurrectionists only getting two scheme markers for Detonate Charges, while Performers had, like, all five. 

It was a narrow 10-9 victory for Molly.


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.