Showing posts with label shenlong. Show all posts
Showing posts with label shenlong. Show all posts

Wednesday, October 29, 2025

Covert Game of 3rd

 A 50ss game of Malifaux 3rd Edition.

Strategy: Flank Covert Operation

Schemes: Sabotage, Secret Meetup, Public Demonstration, Catch and Release, Leave Your Mark

My list:

McMourning, Insanitary & Zombie Chihuahua
Batsch & Amalie
Leftovers
Rafkin
Corpse Curator
Nurse
Guild Autopsy
Canine Remains
Enslaved Spirit

Pool: 3
Schemes: Catch and Release (Guild Autopsy), Public Demonstration (Curator, Nurse, Canine Remains, Enslaved Spirit)

Opponent had:

Shenlong & 2x Aspiring Students
Sensei Yu
High River Monk
Lotus Eater
2x Fermented River Monk
2x Wandering River Monk

Pool: 5
Schemes: Secret Meetup (Batsch&Amalie a Wandering River Monk), Sabotage (a power generator to right)


Turn 1:

First turn Monks claimed top-right quarter with Shenlong, Yu, both Fermented River Monks and a Wandering River Monk. That was unfortunate, since I really hadn't much else than Batsch & Amalie and Enslaved Spirit going there, having set up McMourning's factory along the bottom fork of my flank deployment.

Which I messed up, by the way. I charged McMourning too far from Corpse Curator, so I wasn't able to summon a Flesh Construct. To cut my losses, McMourning gave some extra legs for Guild Autopsy and Rafkin.

Only the two versatiles of my crew got away from bottom-right quarter.

Monks also spent quite a bit of time meditating, but they were still far more spread out that Experimentals. High River Monk, Lotus Eater and a Fermented River Monk were in a position to easily redirect to center-left strategy marker, and the second Wandering River Monk was speeding uncontested towards bottom-left strategy marker.


Turn 2:

Soon enough a Fermented River Monk went to charge Batsch and Amalie. With the last possible attack Batsch & Amalie backed off from engagement range. 

... from that point on, models just kept piling up to the narrow passage between a container and nurgle tower. 

Shenlong had charged in to drop Enslaved Spirit dead, but somehow failed at that. Nurse, the spirit, Guild Autopsy and even Lefovers surrounded Shenlong. Right next to that septic blob were the Batsch & Amalie, Fermented River Monk and Wandering River Monk, so that's a concentration of 41 point plus one master.

In the center, High River Monk and Fermented River Monk were attacking Corpse Curator, dealing plenty of damage, but the armored skeleton had like ten points of poison for heals. Later, McMourning walked in to summon a Flesh Construct to the mix.

Rafkin took a double walk near center-left strategy marker to screen Canine Remains, who was a claimer for me this turn. 

Monks claimed bottom-left strategy marker, Experimentals got the center-left. Experimentals had ganged up on Shenlong to claw both scheme reveals. However, Monks also got one of their scheme - Secret Meetup with Philip & Nanny and either Wandering or Fermented River Monk.

Scores went 3-2 for Resurrectionists.


Turn 3:

Shenlong wanted to kill Guild Autopsy, but first he had to remove Enslaved Spirit. This did happen, but it took two action points. McMourning's extra legs saved Guild Autopsy, when Shenlong cheated a Red Joker for damage with dragon kick thing. Nurse also lost 66% of her health.

Nurse could be sacrificed, so Zombie Chihuahua healed Guild Autopsy for five. 

Yu and Fermented River Monk tried to kill Batsch & Amalie, the pair was gobbling up soulstone refreshments in record time between their waltzes. Same kind of happened at the center, where Corpse Curator miraculously managed to survive yet again. So did all the Monks, too, despite Corpse Curator, Flesh Construct, Canine Remains and McMourning mauling High and Fermented River Monks.

Near the center-left marker, on top of a building, Rafkin was barely holding up against Lotus Eater and eventually even an Aspiring Student - who was about to become first casualty for Monks after purposefully botched blood transfusions by Rafkin.

Wandering River Monk relocated to center-left strategy marker.

Leftovers and another Wandering River Monk claimed top-right strategy marker.

Resurrectionists continued with 4-3 lead.


Turn 4:

... and then there was a traditional turn where everybody died. Or at least Batsch & Amalie and Canine Remains, High and Fermented River Monk, and both Aspiring Students did.  

Since Yu and Shenlong were camping near the right edge of the board, I figured scoring Public Demonstration end condition might prove problematic, especially after losing also Canine Remains. Nevertheless, Nurse parked nearby and Zombie Chihuahua tried to go and stall the master and henchman. But I considered more important to try to secure all strategy points, and bottom-left strategy marker was way out of my reach. McMourning and Guild Autopsy ran towards is fast as they could, but still it would take a lot to get there next turn.

Fortunately both High River Monk and Fermented River Monk died from the center so that Corpse Curator was free to claim center-right.

Leftovers would have liked to go to deny extra movements for Shenlong and Yu, but before they got the chance to activate, Wandering River Monk leaped to push the thing inside severe terrain.

Ten Thunders didn't get a strategy point, but scored their second scheme of Sabotage. Resurrectionists got strategy, continuing the 5-4 lead.


Turn 5:

Last turn was mostly just about if Experimentals could get bottom-left strategy marker and end point from Catch and Release - and if Monks would get center-right claim as well as their schemes.

Public Demonstration was denied easily enough. Corpse Curator did t


ry to deny Secret Meetup end condition by removing enemy scheme with Dredge Up, but that didn't amount to much even when the resulting melee attack scored crow trigger.

Resurrectionists couldn't deny Ten Thunders schemes, but they did lack the models to go and claim additional strategies.

Wandering River Monk wasn't able to grab Catch & Releasing Guild Autopsy, who was also claiming a strategy point from bottom-left.

Game ended in a narrow 7-6 victory for McMourning.

Tuesday, March 11, 2025

Laugh Off Standoff

 A 50ss game of Malifaux.

Strategy: Corner Cloak and Dagger

Schemes: Hold Up Their Forces, Power Ritual, Outflank, Death Beds, Information Overload

My list:

Seamus Baker & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
White Rabbit
Gravedigger
Rotten Belle

Pool: 5
Schemes: Power Ritual, Outflank

Opponent had:

Shenlong & 2x Aspiring Student
Sensei Yu
Fuhatsu
2x High River Monk
2x Wandering River Monk
Low River Monk

Pool: 3
Schemes: Death Beds (strategy), Outflank


Turn 1:

Monks had two strike teams of High River Monk, Wandering Monk and an Aspiring Student going to both corners, top-right and bottom-left. Top team was also reinforced with Low River Monk. High value monks and Fuhatsu were coming through from the middle. 

I had far less of a uniform crew. Copycat Killer and Gravedigger were going towards bottom-right, and after White Rabbit Co. crafted a hat for Bete Noire, both she and Rotten Belle were going towards top-right. 

Madame Sybelle walked inside a forest to take some concealment in case Fuhatsu would start shooting around. But instead Seamus charged from behind and stabbed Madame in the back, dropping a new Mourner on the board. Fuhatsu eventually shot a couple of damage points to the newly summoned model.

Mourner nearer to centerline as well as center point, and Strange Lady healed all the damage Seamus had done. No intel was picked this turn, which wasn't exactly a surprise with corner deployment.


Turn 2:

Resurrectionists got the initiative, and Bete Noire went to place a scheme marker for Outflank and Power Ritual before High River Monk would activate. Soon enough it did, and had Bete Noire down to two health remaining, plus Burning +2. But the hat had not been knocked over.

A little too enthusiastic Wandering River Monk on top went to pick up intel from strategy marker, only to become counter-picked by Mourner. Rotten Belle also benefited from this by getting intel from the marker that was placed.

In the center Seamus had taken Mourner by the hand and crafted a new Dead Doxy out of her before picking up intel from a strategic bystander.

Sensei Yu and Shenlong were trying to kill off the Dead Doxy once it had walked next to a strategy marker, but Regrettably (yeah, via masks), she survived with two health remaining and Burning +2.

Strange Lady told Gravedigger to walk forward a bit toward bottom-left, and Gravedigger did so. He also dug up a corpse to get within 1" of strategy marker, picked up intel and walked away from the tide of monks about to crash bottom-left.

I was a bit worried that various punchy shenanigans would soon drain Seamus of his intel, so Copycat Killer took a double walk to dropped Seamus to bottom-left corner. And right after another High River Monk came to set Seamus on fire, while Wandering River Monk was picking up intel. From strategy marker, though.

Madame Sybelle took a long walk out of forest and went to sit on center-left strategy marker after Fuhatsu had activated. If I remember correctly, Fuhatsu shot Dead Doxy in a forest and took a walk to cover more of the board with that horrifying gun.

However, Resurrectionists got both Outflank and Power Ritual, although this left Bete Noire with only one health remaining, and burning. Both crews got strategy, and scores went 3-1.


Turn 3:

Resurrectionists got the initiative, so the now hatless, burning Bete Noire at one health remaining was able to get an activation. She did some damage in to High River Monk before becoming the first casualty of the match. The monk also placed a scheme marker to the corner,

Mourner was able to nearly kill High River Monk before an Aspiring Student four-wind punched Low River Monk nearby to heal the beatstick minion. Now at four health remaining, I didn't think Rotten Belle would be able to kill High River Monk, so she proceeded to smack Low River Monk with a parasol.

Wandering River Monk on top went to pick up an intel, and walked to engage Rotten Belle.

In the center, Sensei Yu scored Death Beds from Dead Doxy. Shenlong walked to pick up intel from a strategy marker, and possibly attempted to strike Copycat Killer.

Four Winds Punch that pushed Low River Monk had actually come from Sensei Yu pressuring the totem to do that. With his actual activation, Aspiring Student walked and charged Strange Lady that had earlier healed Seamus. Boom. Six damage in with that 1/1/2 damage track. Well okay, Shenlong had switched his upgrade to High River Style. 

Fuhatsu charged Madame Sybelle, stunning her and pushing away from melee. He tried to shoot Strange Lady for a bit. Next shot went to Strange Lady, fortunately only dealing weak damage but still bringing her down to two health remaining, Burning +2.

Madame Sybelle managed to lash Fuhatsu down to five health remaining despite being stunned. 

Bottom-right, early on Seamus spent his entire activation killing another High River Monk, before Copycat Killer switched their places and went to sit on a strategy marker. This caused Wandering River Monk to go to bottom-left corner and drop a scheme marker. Aspiring Student charged Copycat Killer, and managed to broom the Little Seamus below the carpet. 

Gravedigger had picked up another point of intel and distanced himself from the local monks.

Resurrectionists had managed to block intel points from Ten Thunders, but this turn Shenlong managed to score both of his schemes for a 4-3 lead for Seamus. Resurrectionists were also all out of soulstones by now.


Turn 4:

From top to bottom, Rotten Belle was able to kill Low River Monk before it healed High River Monk any more. Mourner harassed High River and Wandering River monks without that much of an effect. Wandering River Monk leaped to pick up an intel and ran towards top-right corner. 

Later during turn, Seamus took a double walk and took Mourner by the hand to deliver himself next to Wandering River Monk to collect his intel.

In the center, Shenlong didn't manage to do anything with his activation. White Rabbit's fashion statements beat martial arts this time. White Rabbit gave a hat for Strange Lady before they went into position to pick up intel next turn.

Strange Lady had killed Aspiring Student and healed herself before Sensei Yu walked and charged her, smacking her down to two health remaining and Burning +2 once more. 

One of my first activations had been Madame Sybelle trying to kill Fuhatsu, but she only brought the enforcer down to one health remaining before Juggernaut healed him for four. Le Sigh. 

Fuhatsu was able to stun and push Madame Sybelle again.

Bottom-left Gravedigger went inside fog bank. Aspiring Student came to harass him, while the other Wandering River Monk went to pick up intel.

Both players scored strategy for a 5-4 lead for Resurrectionists.


Turn 5:

Early enough Seamus and Mourner were able to deny opponent Outflank by killing Wandering and High River Monks. 

This, however, made the other Wandering River Monk reckless at bottom-left corner. Because there was no incentive for him to go and pick Outflank, he leaped to strike Gravedigger with the 3" push attack. Despite concealment the attack hit sure enough, and pushed Gravedigger mere 0.5" away from being able to score both Outflank and Power Ritual.

Opponent had picked up enough intel in the middle so that the best course of action for Gravedigger was to drop a corpse push & walk to Wandering River Monk and pick up his intel. This robbed Ten Thunders at least one point.

In the center, Shenlong Four Wind Punched Sensei Yu to strategy marker, and as the situation unfolded, the result of the game now hinged on whether Shenlong flipped a 6+ for The Dragon Command's It. He did not, so game ended in 5-4 victory for Seamus.

Sunday, February 23, 2025

Hatemail for the Four Winds

 A 50ss game of Malifaux

Strategy: Corner Plant Explosives

Schemes: Hold Up Their Forces, Information Overload, In Your Face, Ensnare, Power Ritual

My list:

Dr. McMourning with Killer Instinct & Zombie Chihuahua
Sebastian
Carrion Emissary
Rafkin
Kentauroi
Nurse
Little Gasser

Pool: 4
Schemes: In Your Face, Power Ritual

Opponent had:

Shenlong & 2x Aspiring Students
Sensei Yu
Banying
High River Monk
Charm Warder
2x Wandering River Monk
Low River Monk

Pool: 4
Schemes: Ensnare, Hold Up Their Forces


Turn 1:

McMourning kept spamming astonishing amounts of poison on his models (well, Rafkin did, actually), while Shenlong and other monks kept enlightening themselves in corner deployment - absolutely zero shots were fired between teams.

Kentauroi, Nurse and Zombie Chihuahua were going towards top-left corner. Little Gasser placed a scheme marker to my deployment corner and wobbled forward. 

Everything else was hanging around in the graveyard. McMourning crafted a soulstone out of a zombie Carrion Emissary propped up. One Mindless Zombie survived the turn.

A Wandering River Monk was going towards both top-left  and bottom-right corners, and everyone else meditating between them.


Turn 2:

Resurrectionists got the initiative, and Kentauroi went to drop a scheme marker to top-left corner for Power Ritual.

After that, I tried to stall by activating Mindless Zombie, Zombie Chihuahua and Little Gasser, but opponent had Aspiring Students and other non-critical models to activate. I wanted models such as High River Monk and Shenlong to do their activations before committing to anything meaningful. But that plan had to be revised.

Carrion Emissary advanced next to a wall, concentrated and did a bunch of zombies. Before High River Monk would activate. Nurse sped up to Carrion Emissary for some Bedside Manner. Eventually this did save the bird after Shenlong and whatnot had shot the Carrion Emissary what they got. High River Monk then charged Emissary and did weak damage. But after second attack Nurse picked up the bird and cradled it away from danger.

McMourning did a thing, where he walked, ordered himself to walk a bit forward, dropped an explosive and charged Charm Warder. I didn't expect Charm Warder to die with one hit, but that just happened. 

A Wandering River Monk planted an explosive past centerline near top-left corner before walking back to safety.

Both players scored strategy, but Resurrectionists also got Power Ritual for a 2-1 lead.


Turn 3:

Looks like third turn is missing a picture. 

Well, from my perspective one of the more pivotal moments was Fast High River Monk attacking the already injured Carrion Emissary, managing to kill it with flurry attack. There went my In Your Face end option.

To avenge that, Rafkin, Nurse and whatever I could conjure up spammed and stacked attacks and Poison on the High River Monk. Success rate was only moderate, but that was enough to soften up the target for McMourning to come and finish as one of my last activation for the turn.

Kentauroi placed another scheme marker and a strategy marker to top-left corner. 

Carrion Emissary's Zombies that now had a turn to activate went to stand on the explosive token McMourning had dropped to deny easy pick-ups. Sure, they died to whatever opponent directed at them, but at least they had to direct something at them.

Banying leaped to a scheme marker somebody... perhaps Yu? ... had dropped and went to tease my explosive carrying Little Gasser. Fortunately attacks didn't hit, but Little Gasser wasted his entire turn trying to pull off Pull My Finger -trick - failing both tries. 

Shenlong had Four Wind Punched McMourning and Sebastian both within 3" of two scheme markers, so there wasn't really a way I'd be able to deny Ensnare this turn. 

I was starting to run low on zombies to guard explosives, so Sebastian went to sit on the first one that McMourning had placed. I'm not sure if guarding explosives by sitting on them is the safest course of action, but whatever that works, I guess.

Both players scored strategy, and Ten Thunders scored Ensnare easily enough. Resurrectionists struggler with In Your Face, but eventually managed to get that for a 4-3 lead. 


Turn 4:

This turn McMourning went on an amazing rampage. He ordered himself to centerline to drop High River Monk's explosive, then charged Low River Monk, killing him in one hit. He had three health remaining, but he bought critical strike with a stone. There was still one Aspiring Student in McMourning's melee range, and that went down, too. While targets themselves weren't all that impressive to strike down, the fact that they hadn't been activated yet was a biggie.

Taking notes from Sebastian from last turn, Rafkin went to sit on an explosive. Wandering River Monk came to check if Rafkin was okay because that didn't look safe.

Shenlong Four Wind Punched McMourning into contact with Sensei Yu, so Hold Up Their Forces was secured for Ten Thunders.

Banying didn't do a particularly good job at getting rid of Little Gasser, so the other Wandering River Monk had to come and finish the guy who still wasn't finished with the Pull My Finger trick. 

Nurse was able to push Sebastian away from melee with Shenlong so that he was able to go and drop a strategy marker.

Kentauroi rode to Ten Thunders strategy marker, picked it up and went in position to drop it next turn.

Resurrectionists scored strategy, and finally Ten Thunders got their Hold Up Their Forces. Scores continued 5-4 in McMourning's favor.


Turn 5:

Resurrectionists had no trouble with getting the fourth point from strategy. But both scheme end conditions were out of question. 

Sebastian was able to kill Sensei Yu, and McMourning did the same to Nurse to deny a target for Ten Thunders schemes. But all that wriggling was in vain - three Four Winds Punches were able to deliver people and scheme marker to engage Rafkin and Sebastian.

That ability just blows (four times) my mind without a TN, with such a long range, high stat and no targeting restrictions. It managed to claw a close fought 6-6 draw for Douglas and Shenlong.

Sunday, December 15, 2024

My Teddy Wants To Tell You Something

 A 50ss game of Malifaux

Strategy: Standard Raid the Vaults

Schemes: Deliver a Message, Hold Up Their Forces, Death Beds, Espionage, Protected Territory

My list:

Molly with The Whisper & Necrotic Machine
Philip & Nanny
Rogue Necromancy
Keepside Strangers
Rabble Riser
Night Terror
Crooligan
Enslaved Spirit

Pool: 5
Schemes: Deliver a Message (Crooligan), Protected Territory

Opponent had:

Shenlong & 2x Aspiring Students
Sensei Yu
High River Monk
Thunder Archer
Fermented River Monk
2x Wandering River Monk
Low River Monk with Trained Ninja

Pool: 4
Schemes: Protected Territory, Espionage


Turn 1:

Monks started concentrating on their Chi, barely exiting their deployment zone. Except for that one Wandering River Monk that ended up less than five inches away from my deployment zone. Although Night Terror helped the guy a little. Presumably the flapping of bat wings inspire butterfly jumps. 

Early on Molly took a double walk to within 2" of center-left strategy marker and concentrated to spread some Lethe's Caress. I don't think anyone took the damage just yet, though, but at least it complicated Chi generation.

Monks had bunched up nicely. Stone pillar hides Shenlong himself and Aspiring Student from the picture. I was concerned about High River Monk and his ruthlessness, so that's where Keepside Strangers aimed their snakes at. Attack hit and dealt moderate damage, the blast splashing on Aspiring Student. 

I was tempted to try and finish off those two, but eventually walked Keepside Strangers away so that Thunder Archer would have to walk to get within range. And so it did, dealing two points through Shielded. 

It was probably Low River Monk that healed Aspiring Student so that it would not die to poison. Opponent was now wary of blasts, and moved Sensei Yu to contest top-right strategy marker instead of standing in the middle of everything.

And that was when Rogue Necromancy did Projectile Vomit on Yu, dealing three points to him and two blasts reached Low River Monk and Thunder Archer. 

For sure it was oppressive situation for Monks. Especially after Necrotic Machine went to heal the only damage Resurrectionists had taken. And High River Monk was at one health remaining, Sensei Yu had taken four, and some random points here and there. I also had a pass token.


Turn 2:

So I got the initiative easily enough. I had some options how to deal with High River Monk, and I decided to jam Rogue Necromancy in the middle of enemy crew. I figured I might lose Rogue Necromancy because of that, but at least it would considerably slow down Ten Thunders strategy options. 

Rogue ambushed, walked over the small wall section and charged High River Monk, using focus point. Stat 6, three cards, bonus to damage flips. Had a 13 in hand. Everything. 

Black Joker. Bad things happen, yeah.

Low River Monk did a double heal on High River Monk, healing it back up to five. 

Next Shenlong would have ample time to heal just about everyone, so Molly had to activate next and premonition her cards away. First she did two damage with Disturbing Story, and remaining three came from another Disturbing Story that needed a cheat. 

Shenlong probably healed Thunder Archer for a bit and switched his fighting style to that horrifying dragon kick thing. Two hits landed on Rogue Necromancy, some of which was healed by Necrotic Machine.

So, in the end, Rogue Necromancy died on turn two. But at least it took, uh, two actions from Shenlong, two actions from an insignificant totem and two actions from Fermented River Monk. Oh. Right. So nothing to write home about.

At least handful of snakes scored a big one again, damaging Thunder Archer and blasting Low River Monk dead. They even had time to place a scheme marker next to center-right strategy marker. 

Thunder Archer was no slouch either, removing Enslaved Spirit with a single shot and killing it again with target practice. 

A Wandering Monk leaped to bottom-left strategy marker and placed a scheme to my deployment. The other one did a scheme to centerline, too, so looked a bit like Espionage. Philip & Nanny was able to slow somebody with a question, and remove an enemy scheme marker, which by the time had been the one in Ten Thunders deployment zone. 

Rabble Riser redirected itself from centerline to attack the Monk that had jumped to bottom-left. I believe he missed his attack. 

However, Enslaved Spirit and Night Terror had procured Protected Territory for me, and Crooligan teleported to hand over a message to Shenlong. I was controlling at least one strategy marker, not sure about the one Yu is standing next to. 

That was a 3-1 lead to Resurrectionists.


Turn 3:

Aspiring Student started beating a kid in the face with the pointy end of a broom. That's how students aspire these days? Dragonfly kick even set her and her teddy bear on fire. She figured out her messages were not appreciated, teleported to Philip & Nanny and went to place a scheme marker and contest top-left strategy marker. One problem, though. She had Burning +2, one health remaining.

Necrotic Machine and Molly tied their best at taking down Sensei Yu. But damn those chi tokens. Not a single injector broke Yu's skin, and his mind was fazed only a little by Molly's disturbing stories. Juggernaut healed back whatever she managed to do. He was able to kill Keepside Strangers before they were able to activate.

Night Terror walked to assist Crooligan with her burning, but managed to smother only the teddy bear. Not the kid herself. It tried to take better cover with reposition from Negation Aura. 

However, Yu had given Fast to Thunder Archer. He walked back to Ten Thunders deployment and took two shots at the bat. One attack hit, and dealt weak damage, so Night Terror was down to two health remaining.

Philip & Nanny managed to kill an Aspiring Student that had charged them. As I didn't want Shenlong to come and engage top-left corner marker, they Pram-Rammed Shenlong.

That backfired, when Shenlong used four winds punch to push the prams away - and one of my scheme markers to centerline. Ten Thunders master gave an interact for Thunder Archer, andwalked to contest center-left marker instead. 

Rabble Riser didn't manage to finish off a Wandering River Monk. He needed a moderate for that. Didn't get. And instead, the duo kicked the Riser out of Rabble. 

Resurrectionists got a second strategy point, while Ten Thunders claimed their first. They also got Protected Territory, so they caught up a little, to 4-3 lead for Molly.


Turn 4:

Then, things went wrong for Resurrectionists. It took every damn action point I had on board to kill Yu. Finally it did happen, but I wasn't able to play for points... much.

Shenlong switches to the unpredictable river style, and, huh. YEAAH. Molly had graciously even gifted Shenlong Distracted beforehand so that she was pretty much doomed. After spending most of my soulstones, Molly was still standing with five health remaining. But another such barrage next turn... I didn't look forward to that.

Thunder Archer shot Night Terror dead, and Remaining monks just schemed as if their lives depended on it. 

Both players scored strategy, for a 5-4 lead for Resurrectionists.


Turn 5:

Thunder Archer's Target Practice was my biggest concern right now, so Necrotic Machine healed Molly for a couple of points and walked to charge Thunder Archer. The archer had one health remaining from all the Lethe's Caress procs. But that one health was too many - it might just disengage and shoot my scheme markers anyway.

Philip & Nanny was able to activate before Archer did and gave Slow for it. No damage though, since the damn thing had no melee range, so wasn't engaging anyone for the damage instance from One More Question.

Shenlong made a gambit and tried to hit Molly twice with four-winds punch to get my scheme marker away from where it should be. Second punch failed to connect - that style is far more predictable with Serene Countenance than the drunken swings Shenlong was doing earlier. 

Molly was able to spend pass tokens and wait until all the monks had done their things. She removed the only scheme marker opponent had on the centerline She was, however, both stunned and staggered, so she wasn't going to make it to top-right strategy marker with two actions even if she disengaged successfully.

Ten Thunders got third strategy point and Protected Territory.

Resurrectionists got either Deliver a Message or Protected Territory, but not both. So, it was a 6-6 draw.