Showing posts with label gg0_4th. Show all posts
Showing posts with label gg0_4th. Show all posts

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.

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.


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. 

Wednesday, April 29, 2026

Truly Obscene Feasts

 Two 50ss games of Malifaux 4th edition.

First game:

Strategy: Standard Recover Evidence

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

My list:

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

Pool: 4

Opponent had:

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

Pool: 4


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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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


Turn 4:

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


Game 2:

Strategy: Corner Informants

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


My list:

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

Pool: 6

Opponent had:

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

Pool: 3

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

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

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

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

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

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

So, a 2-2 tie again.


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


Turn 4: 

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


Monday, April 20, 2026

Rogue Appetite

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Informants

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

My list:

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

Pool: 5

Opponent had:

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

Pool: 5


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

Scores tied at 4-4



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

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

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

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

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

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


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

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

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

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

A narrow 10-9 victory for McMourning.




Monday, March 30, 2026

Leech Infestation

 A 50ss game of Malifaux

Strategy: Wedge Recover Evidence

Schemes: Scout the Rooftops, Frame Job, Reshape the Land

My list:

Rusty Alyce, Trigger Happy & 2x Hollow Waifs
Marlena Webster
Desolation Engine
Ashes and Dust
Hard Stop Herbert
2x Scavenger

Pool: 6

Opponent had:

Kastore, Fervent & 2x Urn Bearers
Gwyll
Leech King
Athorak
2x Cavern Nephilim
Blood Vessel
Giant Leech

Pool: 3

Turn 1: Amalgam picked Frame Job with Ashes and Dust, Returned took Scout the Rooftops

My first activation was to go and bait Frame Job with Ashes and Dust by scaling the model to a building in the middle, and slapping down a scheme marker that might work as a Scout the Rooftops marker. 

Neverborn wasn't too interested with the Ashes and Dust, until Kastore went to pick up a strategy marker nearby, and did some damage with a bonus action. 

Kastore took a severe enough beating from Desolation Engine that an Urnbearer lured him back to safety.

Leech King summoned a Giant Leech next to Ashes and Dust, which was eventually shot to pieces by Rusty Alyce.

Hard Stop Herbert picked up my strategy marker for this turn.

Late in the turn someone pushed Ashes and Dust away from the building. Cavern Nephilims and the hired Giant Leech scored two points from Scout the Rooftops.

And since there was a building in the middle, and deployment was Wedge, both players had easy time claiming the extra point from strategy.

It was a 4-4 opening for both players.


Turn 2: Amalgam picked Scout the Rooftops, Returned took Grave Robbing

After hired Giant Leech came to engage Rusty Alyce, A Hollow Waif went to drop a scheme marker four scouting and gave a soulstoned warning cry for Alyce, who was able to shoot the Giant Leech dead with one shot.

Desolation Engine charged Urnbearer and Leech King, leaving the Urnbearer with just one health remaining.

Most of Neverborn crew started relocating to the right after I had moved Ashes and Dust on the ramparts. There was also a Scavenger up there. Kastore came to beat up the minion, but didn't score a kill. In fact, Neverborn scored no kills this turn, which had them lose a strategy point this turn. However, damage done was prohibitively extensive. Scavenger was at three, Herbert at two and Ashes and Dust had lost half of their health as well.

Rusty Alyce had to walk, bonus and drop two schemes. Another Scavenger and the Hollow Waif had all placed enough markers to get two points from Scout the Rooftops, but then Leech King summoned a Giant Leech to Alyce, and the Giant Leech summoned a Giant Leech to Rusty Alyce. 

Oh well. 

Outcasts took the lead with 6-4.


Turn 3: Amalgam picked Detonate Charges, Returned took Make It Look Like an Accident

Returned had easy time doing Make It Look Like an Accident, when Urnbearer lured Scavenger from top of the ramparts, into her own hazardous aura, leaving him with just one health remaining - thus unable to activate without dying. Someone eventually did kill him though to get a strategy marker.

Kastore Murdered Hard Stop Herbert, and either him or Blood Vessel picked up the strategy.

Athorak was able to cleave a Hollow Waif dead with just one strike, although I don't remember who picked up the strategy. 

Desolation Engine charged the Urnbearer who had just one point left, and managed to kill her but it took all his action points. Scavenger had to shuffle round to come and pick it up, after which he was mauled by Leech King and a Cavern Nephilim. 

Another Hollow Waif picked up a strategy marker that had been left a turn before.

Marlena Webster charged a Leech on the building in the middle, killed it and picked strategy right away. So that was an intense turn with the strategy, but in the end both got a point.

Rusty Alyce shot random damage here and there. I should have focused solely on Athorak, but instead the bullets were spread between him and Leech King. She summoned an Abomination to Athorak, though. Unless I completely misremember, but I think she did five damage to Leech King and five damage to Athorak with just two hits. 

Detonate Charges didn't take too much effort, so scores continued with a two point lead for Outcasts, 9-7.


Turn 4: Amalgam took Runic Binding, Returned took Breakthrough

Early enough I took the singular point from Runic Binding. 

Gwyll had put a scheme marker to Neverborn Deployment, and Blood Vessel put one on the centerline where I really couldn't reach it. 

Kastore wrecked Ashes and Dust. I was afraid that he might get a no-heal token, so I let the guy fall with the first strike. He also killed the Abomination that had been summoned. I ran Dust Storm to block the picking up of the strategy marker.

I don't quite remember how I killed the Giant Leech, but I wasn't able to pick up the strategy during the same activation. Cavern Nephilim ran to block picking it up.

Oh alright, that's the game we're playing. I ran Marlena Webster to block picking up the marker that Dust Storm was already protecting. Well, opponent still had Lure's available, so that's why.

Athorak went to place a scheme marker to my deployment, so Rusty Alyce ran right next to it.

Because of the hunger shenanigans Leech King was able to reach my deployment anyway to drop a Breakthrough marker.

Neither crews got strategy, but both go full points from their schemes. But that was just one for Outcasts, so the game ended in a narrow 10-9 victory for Rusty Alyce.