Showing posts with label honeypot_dark_bet. Show all posts
Showing posts with label honeypot_dark_bet. Show all posts

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, March 13, 2026

This Is Not a Breakthrough

 A 50ss game of Malifaux on Vassal.

Strategy: Corner Recover Evidence

Schemes: Leave Your Mark, Search the Area, Breakthrough

My list:

Jack Daw, Spirit of Betrayal & Lady Ligeia
Montresor
Kari Zotiko
2x Hanged
Crooked Man
Guilty

Pool: 6

Opponent had:

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

Pool: 1


Turn 1: Tormented picks Breakthrough, Honeypot takes Leave Your Mark

Hanged and Guilty placed two scheme markers, Montresor watched Crooked Man to make a leap at one of them, and then during Crooked Man's own activation he did the same for the second marker to get in range to interact and pick up the strategy.

At least it took Beckoner and Mr. Graves some effort to get an Illuminated in range to do the same for Ten Thunders.

Since Ten Thunders looked like they were trying to assault Crooked Man with shenanigans, Jack Daw activated and brought the undead miner a little further into safety, and slapped injustice upgrade on Gwyneth as well.

Since opponent had not been trying to reach the center point until the very end of the turn, I was out of tools to deny Leave Your Mark... or was I? Kari used silver whistle to give a walk for another Hanged, and then the minion charged Kara and Hungering Darkness, who had been doing the scheming business. My idea was to score rams or tomes for the melee attack to block at least one point from Ten Thunders, but the attack missed. Bonus did hit, slowing Kara as well as giving her staggered.

Lynch charged the Crooked Man, but brings him only down to two remaining.

So, Ten Thunders took the lead with 3-1, since both scored strategy and Resurrectionists took Breakthrough just to abandon it.


Turn 2: Tormented picks Assassinate on Kara, Honeypot takes Take the Highground

Kara was in big trouble. I had a thirteen and a black joker in hand, and she was still staggered. Montresor charged and hit with both attacks, bringing her down to two remaining. Cursed to Watch gave an action for the Hanged, who had to use the black joker to secure kill. Assassination scored.

However, Illuminated was able to kill the Crooked Man and collect the evidence. Hanged did the same for Kara's evidence, and dropped a scheme for two thirds of my next turn's schemes.

Hungering Darkness and Lynch both had miserable activations, missing most of their attacks. Resurrectionists had better success, but they were burning through their soulstones with reckless abandon. This maxed out the injustice upgrades, targets being Lynch, Hungering Darkness, Gwyneth and Illuminated. None of them were able to get rid of their upgrades just yet.

Another Illuminated and a Beckoner took positions on high ground, and so was Mr. Graves who had been sitting on top of a terrain since turn one. 

Although Ten Thunders were occupying enough terrain to get two points from Take the Highground, Gwyneth invited Montresor to play at Mr. Graves's table, thus getting his nasty aura away from any upgraded enemy models.

Resurrectionists managed to catch up a little, but game was still 5-4 for Ten Thunders.


Turn 3: Tormented picks Runic Binding, Honeypot makes it look like an accident

Jack Daw activates first, and removes Hungering Darkness with Drawn to Betrayal. He shot an Illuminated down to two health remaining, although Lynch who went down to seven health remaining was a juicy target, too. I just didn't want to scare him away from between my scheme markers.

The damaged Illuminated activated right away, but failed to do anything meaningful - except give Runic Binding for Resurrectionists.

Montresor walked to get at least two models under his aura, but failed remaining actions. 

Lynch also suffered a multitude of rams, but at least he got a point from Make It Look Like an Accident by forcing Guilty to fall, and summoned Hungering Darkness back. Guilty then legged it as far as it could, but Kitty managed to drag it back for Hungering Darkness to charge and kill with the crew bonus. 

Gwyneth eventually came to pick up the strategy marker from the Guilty. However, a Hanged was able to finish off the already activated Illuminated, scored Reposition so that it could move from melee with Hungering Darkness, pick up the strategy marker and pull Hungering Darkness back into melee. 

Kari and Hanged were able to finish off Lynch. Another Illuminated went to place schemes for next turn, and Beckoner seemed to be doing the same.

While Ten Thunders did get two points from their scheme, they didn't get a point this turn from Strategy. Scores tied at 7-7.


Turn 4: Tormented picked Leave Your Mark, Honeypot wanted to Reshape the Land.

We played only a few activations in, as Jack Daw was able to pick up marker from Lynch, kill Hungering Darkness again and pick up it's marker as well. Beckoner committed to Reshaping the Land, after which Kari went to stand on the center point and dropped a second marker for Leave Your Mark. She tolled Mr. Graves into a corner and tied him up with a Drowned. I still had eight action points plus signatures left to do my scheme. While there was a fleeting chance Ten Thunders might deny a point from Leave Your Mark, it was next to impossible to deny both.

So it became a 10/9-8 win for Jack Daw. 


Monday, December 29, 2025

Rusty New Year

Two 50ss games of Malifaux 4th Edition.

Strategy: Corner Recover Evidence

Schemes: Public Demonstration, Scout the Rooftops, Reshape the Land

My list:

Rusty Alyce & 2x Hollow Waif
Marlena Webster
Ashes and Dust
Maurice
Vee
Scavenger
2x Abomination

Pool: 4

Opponent had:

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

Pool: 3

Turn 1: Amalgam picks Public Demonstration on Lynch, Honeypot picks Scout the Rooftops

I built up an awkward chain of activations to bring Rusty Alice to pick up the first strategy marker. I had placed it quite far to the left, well out of easy reach of both Amalgam and Honeypot models.

So in the end, Maurice tossed Ashes and Dust into mud for 2", and then Ashes and Dust went to drop a scheme marker for Alyce to jump into. Then all it took was a double walk and interact.

Honeypot had placed their marker closer to center, but terrain on my side blocked an easy denial of picking up that one. I had originally chosen Public Demonstration on Lynch based on his positioning - I thought he also might take a double walk and interact to pick up the evidence. However, I didn't take into account various abilities Honeypot had for additional movement. Instead plain Illuminated went to pick it up.

I didn't have any options to block Scout the Rooftops either. At least Honeypot wasn't fast enough to get the second point from scoutings.

After Illuminated had picked up strategy marker, I was sure Amalgam lost their scheme points this turn. However, Scavenger had advanced mid-field. He had shot the scoring Illuminated with shotgun without much of an effect. Although failure, this baited Lynch to eclipse himself closer and start hacking at Scavenger. I still had one Abomination left to activate, and it took a double walk to hug Lynch.

Both players scored strategy and one point from their schemes for a 2-2 tie.


Turn 2: Amalgam picks Detonate Charges, Honeypot picks Leave Your Mark

Amalgam minions were lit this turn. Scavenger and Abomination scared Lynch away after they brought him down to six health remaining or so. The second Abomination was able to kill the Illuminated that had picked up strategy last turn. 

After Lynch escaped, Hungering Darkness entered the brawl in his place, and got shot four points of damage from Hollow Waif thanks to a Red Joker.

Honeypot wasn't quite as adept at dishing out damage, but didn't fall much behind. Especially Maurice was a sorry punching bag, missing all of his attacks. At least he bled Injured all over enemy models while going down to four health remaining.

I was quite powerless to stop Honeypot from leaving their mark on the centerpoint, especially after Mr. Graves, Kitty and Illuminated spawned a total of four scheme markers there. Rusty Alyce could have gone and removed one of those, but instead she went to a terrain to place two scheme markers to it, thus scoring extra points from scenario.

Vee is amazing model to spawn a bunch of scheme markers, too. Her and Marlena were able to score Detonate Charges for two points from Hungering Darkness.

Both players scored strategy, but Amalgam did it twice. Both crews got two from scheme, so Amalgam got the lead at 6-5.


Turn 3: Amalgam picks Grave Robbing, Honeypot picks Take the Highground

With great trouble Amalgam was eventually able to score Grave Robbing reveal from Hungering Darkness. Ashes and Dust was able to pick one enemy remains for the second point, but Mr. Tannen used his invisible hand to turn another remains into a scheme marker. So I needed to kill one more model for two points from scheme. I certainly tried, but Mr. Graves was too difficult to take down with the models I still had left to activate.

Oh well. At least Rusty Alyce was able to royally screw Honeypot by taking a walk to contest bridge terrain that was controlled by Kitty Dumont. She took a shoot at Beckoner to summon Abomination, and shoved Kitty off the bridge for good measure anyway.

Mr. Tannen had one terrain for Take the Highground, but the summoned Abomination was now contesting the second piece Honeypot had.

Illuminated was able to take a double walk to scale on the hill, but would have needed to also succeed in his bonus action, since you have to go 100% supported with scale terrain. This action failed when opponent didn't have any cards in hand, which robbed Honeypot scheme points this turn.

Honeypot did manage to claw strategy point from Maurice, though. Hungering Darkness gave the point for Amalgam, so Alyce's lead grew to 8-6.


Turn 4: Amalgam picks Runic Binding, Honeypot picks Make It Look Like an Accident

Mr. Graves was able to fell a Hollow Waif from top of terrain, but she was left alive with two health remaining or so. To deny Make It Look Like an Accident, she tried to hide behind the same building she had stood on. Lynch did some odd shenanigans with eclipses and whatnot, and went to kill her anyway.

Vee had managed to craft a perfect Runic Binding if Lynch had stayed in place. I was weighing if I should reveal the scheme for just one point now that Honeypot had surely secured two. In the end I decided to take the one point as I was ahead in points anyway.

Various models were able to kill the summoned Abomination. Rusty Alyce attempted a hail mary set of perfect actions. First, she needed to shoot Beckoner dead with one shot, then Scrounge to Abomination's corpse to touch both Abomination's strategy marker and pick up Beckoner's strategy. She managed just that, and we called it a game. Game ended in 10-8 victory for Rusty Alyce. At best Lynch could have narrowed it down to 10-9.


Game 2:

Strategy: Flank Boundary Dispute

Schemes: Detonate Charges, Harness Ley Lines, Public Demonstration

My list:

Rusty Alyce, Rider Remade & Soul Battery
Marlena Webster
Vee
Hard Stop Herbert
Scavenger
Abomination
Necropunk
Angel Eyes
2x Bloodwretch

Pool: 3

Opponent had:

Hoffman, Steel Sculptor & Mechanical Attendant
Peacekeeper
Melissa KORE
2x Hunter
Warden
2x Watcher

Pool: 4


Turn 1: Amalgam: Public Demonstration on Peacekeeper. Augmented: Public Demonstration on Hard Stop Herbert.

Early on Vee pushed Alyce and Marlena a wee bit forward. That was the first mistake. 

Hoffman gave Melissa fast and extra walk, so she got into position to blast Rusty Alyce four times, hitting with each shot. Each shot dealt two damage. 

I had a bunch of 13's on my hand, so Marlena Webster took a walk and shot Melissa with her healing shot, but only managed to heal two points from Alyce.

And then Peacekeeper walked and used Wrecking Ball to charge Marlena. Fortunately it did only three damage or so, but this left Marlena a prime target for assassination next turn.

However, Peacekeeper was now in easy to reach position for Public Demonstration, and that was indeed what happened. Rusty Alyce jumped over a fence to get Peacekeeper within 6", and summoned two Abominations to the demonstration target before galloping away much like brave sir Robin.

Hard Stop Herbert and Bloodwretch were delivering a strategy marker to top, where it looked like Warden and Watcher would be the main adversaries. 

Another Watcher as well as Hunter were delivering two strategy markers towards bottom, where I had Scavenger and Bloodwretch.

I was able to present Augmented a dilemma to either score one point from Public Demonstration or one point from strategy, but not do both. They took the strategy.

Amalgam took the lead with 3-1, as their public demonstration was a SMASHING success.


Turn 2: Amalgam: Detonate Charges. Augmented: Assassinate on Marlena Webster

Peacekeeper started smashing Marlena as the first activation of the turn, scoring Assassinate both reveal and end condition instantly. It still had actions left to smash Necropunk in one hit.

I wanted to bring Rusty Alyce to middle, but Melissa's gatling gun had put the fear of god in Alyce. Both Abomination and even Bloodwretch went to engage Melissa. They were all dealt with easily enough, but Melissa wasn't able to blast everyone dead, as she had to scale on top of terrain to yeet my strategy marker back whence it came.

Angel Eyes took a shot at Watcher, who stumbled out of her reach with crew card shenanigans. The thing leaped to bully my strategy markers even more. Finally Scavenger was able to put an end to the Watcher's rampage over my precious little markers, and out of spite scrounged Watcher's corpse off from board. Which was a short-sighted mistake.

Vee was important model to score Detonate Charges, as she passed Secret Inspection checks left and right without cheats. This left Hard Stop Herbert able to walk, scale and interact Augmented strategy marker away, which in the end was the factor that forced Melissa's hand.

Lastly, Rusty Alyce charged Peacekeeper after detonating some charges, and managed to dish out five damage or so. However, she was now in a precarious position even if she had managed to heal up back to seven or so, and Augmented had the start next turn.

Only Hoffman scored strategy this turn, but Rusty Alyce got two scheme points easily enough.

Amalgam was still leading with 5-4.


Turn 3: Amalgam: Graverobbing. Augmented: Detonate Charges

... and this is where everything fell apart.

Although Peacekeeper failed to kill Rusty Alyce, she was equally unable to kill Peacekeeper. I had the option to run away with last action, but instead I was greedy and tried to finish the thing for graverobbing purposes. I didn't have the cards to secure that, so obviously it failed miserably, and now Alyce was sitting with two health remaining.

Hoffman healed Peacekeeper a little, charged and killed Rusty Alyce.

Peacekeeper was at three health remaining without Shielded. Abomination tried to claw it dead. I thought that if I a managed to land a total of two points and Injured to the robot, it'd die. But damage was only one, without Injured. So Mechanical Attendant just moved, schemed and healed Peacekeeper back to unfortunate amounts of health.

I still threw everything I got at Peacekeeper to score schemes, but killing took the effort of my entire remaining crew. The flips were absolutely miserable.

However, Scavenger was MVP of sorts. He took off from melee with Hunter, Scrounged to Guild scheme marker and shot the Peacekeeper dead. This gave me a point, and denied a point for Augmented. But the thing was, Scavenger was my second to last activation - it was impossible to get extra point from Graverobbing. And Augmented dominated the strategy markers, and most of the board so totally that we didn't continue the game even if Amalgam was still leading the scoreboard with 6-5.


Turn 4: Amalgam: Runic Binding. Augmented: Take the Highground.

Third turn was such a horrid spectacle that we did not play fourth turn. It was clear Augmented would get four points, while Amalgam had a minimum and maximum of one. 

Augmented won with something around 9-7.

Fun fact: I didn't receive Red Joker in any of my flips throughout the game. Not even in checks that essentially waste Red Joker. Same can't be said of the Black Joker, who certainly made an appearance every single turn. 


Tuesday, November 4, 2025

It Just Had To Come vol whatever

 Two 50ss games



of Malifaux 4th edition.

Strategy: Wedge Informants

Schemes: Assassinate, Harness the Leyline, Runic Binding

My list:

Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Night Terror
2x Rabble Riser
2x Crooligan

Pool: 5

Opponent had:

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

Pool: 4


Turn 1: Forgotten picks Assassinate on Mr. Tannen. Honeypot picks Assassinate on Philip & Nanny.

Eventually Archie leaped, walked and charged to punch a point out of Mr. Tannen. Respectively, same didn't happen for Honeypot, because I wasn't measuring up my distances correctly, and a Crooligan wasn't in fact contesting a marker on my side's quarter after she climbed on top of a building.

In the end, Archie's reckless charge was not a good choice, as opponent was able to remove him from the board. Certainly he disrupted most of the first round for Honeypot, ultimately leading to situation where Honeypot didn't score even a single point this turn. 

Well, not only Archie. There were other choices too, like taking a double walk to contest rightmost strategy marker with Molly, which left her in a precarious position for the upcoming turns.

Also, a Crooligan attacked a contesting Illuminated at the leftmost strategy marker, which didn't do much. But the way the kid shrieked from shadows had the Illuminated jump to Necrotic Machine, letting Crooligan to control the strategy.

From top of my head, I think it was this turn when Kara tried to take the highground, but Molly gave her a walk off from top of building, essentially to the joint corner of the two rightmost buildings in the picture.

Scores went 2-0 for Resurrectionists. Was the Archie gambit worth it? We'll see!


Turn 2: Forgotten picks Scout the Rooftops. Honeypot picks Detonate Charges

I had been playing Scout the Rooftops from turn one forwards, but it still took a lot of work somehow to claim two points from it. Molly and her jinkies were essential in achieving that after Mr. Tannen took a double walk to block my earlier set up.

Kara came to block the marker on my side after shredding up a kid on the roof of a building. Fortunately Philip & Nanny kept pram ramming the cat so hard that during end phase it died to feeling utterly abandoned.

The second kid cheered and ran to Gwyneth to play some exciting new card games, but was beaten to death by a card deck instead. One of the Rabble Risers also died, and the other one at something like two points remaining was moved right next to a bunch of scheme markers for a Detonate Charges.

At least Necrotic Machine was also able to remove one illuminated, so there were losses on both side.

But Forgotten had the heavier toll, so Ten Thunders were able to start collecting strategy points.

Both teams got two from their schemes, so scores went 4-3.


Turn 3: Forgotten picks Grave Robbing, Honeypot picks Take the Highground

... Allrighty, oh-kay'y. 

I mean, once you play this game enough, statistical anomalies are bound to happen.

The turn was a total disaster. My own estimation was that Resurrectionists were struggling in this game, and were rather fighting for a draw rather than victory. But this turn just tilted the scales so far into loss.

The thing was, that I had just a single 13 in my hand. That was from previous turn, by the way. Meaning that I did not draw it on turn three. This is important information.

After we ended the turn, I tallied my discard pile AND my hand. Here we go:

1x 13
1x 11
1x 8
2x 7
3x 6
3x 5
1x 4
3x 3
4x 2
3x 1
Black Joker.

I mean, it was hilarious in its own way. But it did lead to such a one-sided situation, that we could end the game right there and then to a 4-6 victory for Ten Thunder. Sure enough, that point difference wasn't too bad, but Ten Thunders had such an overwhelming majority in contesting models that not scoring two points from strategy was just not going to happen. 

I had the 13 in my hand, and figured that if I just would receive 11+ in my hand, opponent would be able to deny two points for my scheme only with a Red Joker. But that 11 in the stats was not in starting hand. 

So, let's get on to the second game.


Game 2:

Strategy: Flank Plant Explosives

Schemes: Assassinate, Ensnare, Make It Look Like an Accident

Last Breath Seamus & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
Dead Doxy
2x Mourner

Pool: 5

Opponent had:

Steel Sculptor Hoffman & Mechanical Attendant
Peacekeeper
Melissa
Warden
2x Hunter
2x Watcher

Pool: 5


Turn 1: Redchapel picks Ensnare, Augmented picks Make It Look Like an Accident

I must admit I was dreading those harpoons. But you got to move some models in this game, I guess. Mourners seem rather good for their extra walk to drop bombs right off the bat. Unfortunately there were mechanical bats doing just the same for Augmented, and also four legged canine/feline hybrids, that the lone Mourner found herself against top-right.

Another Watcher went to place a strategy marker bottom-left. I managed to arrange Bete Noire there doing just the same, but also charging it with bonus from crew card. Damage was good, but most of it was healed by Mechanical Attendant anyway.

Another Mourner went to place a scheme marker near center point, trying to bait either Peacekeeper or Hoffman himself there, but neither seemed to be that interested. Although I think Peacekeeper attacked her once, but she leaped away with concealment token. Strange Lady did the same, and last attack went to Seamus who had been moved there by Copycat Killer. By then Hoffman had already committed to everything but attacking.

I did realize my Seamus shenanigans were off by a large margin, because I could have done what I wanted so easily with just a well placed Secret Passage. Oh well. At least Seamus was able to claim Ensnare with two points.

Opponent couldn't make Make It Look Like an Accident work, but they did claim strategy. So did Resurrectionists for a 3-1 lead.


Turn 2: Redchapel picks Frame Job with Mourner, Augmented picks Breakthrough

I tried to bluff Madame Sybelle as the potential Frame Job target, but I had picked Mourner who had just three health remaining. However, this particular opponent had a history for giving me easy Frame Jobs, so he was really hesitant to attack anything at all near the center. Some non-damage action pulled Madame away, but she just charged right back. Mourner walked away to place a bomb, but charged right back. And in the end, Hoffman refused to frame a job. 

To confuse opponent even more, Seamus wasted his activation by dropping three scheme markers on top of a building to bluff for Search the Area. Well, it wasn't a total waste - I was also building up for Scout the Rooftops next  turn.

Copycat Killer also had teleported on the building, and shot Melissa that had climbed on top to contest Search the Area. He shot Melissa with the monster cannon, and fell from the building, nearer enemy deployment zone to place a strategy marker there.

Fortunately all this also lead to a situation where he couldn't claim Breakthrough, so neither player got scheme points.

Bete Noire managed to slice a Watcher into scraps, but it took every action she had.

Warden, Hunter and Peacekeeper punched through Dead Doxy, who took admirably long before she died. 

With great difficulty both players had managed to drop five bombs. Augmented, however, had placed two of those on my deployment zone, so they received the bonus points, catching up on the scores to 4-3 lead for Redchapel.


Turn 3: Redchapel picks Scout the Rooftops, Augmented kept Breakthrough

Augmented kept Breakthrough. Although I did have first activation, I wasn't in a position to deny it. 

This turn, however, went absolutely horribly for Redchapel in other ways as well. 

My plan had been to discard walk with Mourner to pick up the bomb she had placed earlier, then take a double walk. Later, Strange Lady would give her the interact required to score extra point from strategy. However, I wasn't paying attention to the actual deployment line, and the Mourner scaled a terrain to get on top of a fateful building to receive cover from possible attacks. She did receive those, sure, but wouldn't be able to plant the explosive! Strange Lady did give her at least the interact to place a scheme marker for Scout the Rooftops, but... wait, there's more.

Seamus had to teleport in to save the day, but even that I managed to mess up. He teleported, placed bomb in enemy deployment, walked to scale terrain and placed a second scheme marker for Scout the Rooftops bonus points. Except that he didn't. Instead, he picked up the neutral bomb Mourner had left when she eventually had died.

Last two paragraphs summed up probably my most horrible case of self-sabotage in the entirety of my Malifaux career. First, the Mourner robbed me of a point - I was one strategy marker short of receiving victory point from strategy. Then, I didn't have the models to place enough scheme markers for Scout the Rooftops bonus points. GAH.

Opponent was able to score Breakthrough with ease, and then focus on killing my models and ensure strategy.

Scores tied at 6-6, as Resurrectionists had been able to claw at least the bonus points for strategy. 


Turn 4: Redchapel picks Leave Your Mark, Augmented picks Assassinate on Strange Lady

I had the option to pick either Detonate Charges or Leave Your Mark. Since I already got one next to center point, I thought I'd have my shot at that, because opponent likely would avoid my scheme marker like the plague. 

Opponent was quite sure I had picked Detonate Charges, but decided to drop some scheme markers to the center anyway, just in case. Once that started happening, I tried to redirect what was left - mostly just Bete Noire - to engage models there so they'd not make even more schemes. 

I won't say opponent had easy time killing Strange Lady. She did take some effort for sure, but if Peacekeeper, Hoffman, Hunter and Melissa decide with all their action points that you're getting assassinated, you kind of... are. 

I was passing as much as possible to make my last move, Seamus dropping three schemes for Leave Your Mark. Unfortunately Augmented still had one activation left, and that was Mechanical Attendant, who was able to teleport to Hoffman, walk and drop a scheme. This denied me one point.

Resurrectionists were the worse bombers this turn, too, so opponent got three points and Resurrectionists only one. This ended the game in 7-9 victory for Guild.