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 Yatzy's

 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.


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.