Showing posts with label vassal. Show all posts
Showing posts with label vassal. Show all posts

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. 

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.




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, January 12, 2026

Make It an Accident

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Informants

Schemes: Ensnare, Take the Highground, Harness the Leyline

My list:

Molly, Chaotic Conductor & Noxious Nephilim
Archie
Keepside Strangers
Carrion Fate Emissary
Rabble Riser
Night Terror
2x Crooligan

Pool: 4

Opponent had:

Lynch, Wild Card & Hungering Darkness
Gwyneth Maddox
Kara
Koji
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Both crews pick Take the Highground

Honeypot had a bit easier time fulfilling their scheme, as they had a bit more options to leap on near their deployment zone. It wasn't exactly tough for Forgotten either, as they had such a repertoire of movement tricks. Carrion Fate flied a Crooligan on top of building on the right, and the same happened with another Crooligan and Noxious Nephilim to the left. Third piece was taking a charge at an Illuminated contesting center-right strategy marker and swinging the minion a couple of times before leapin on top of a rock.

Another Illuminated to the left and Koji had two terrain pieces, and near the centerpoint Kara and Hungering Darkness were holding a flooded building for their scheme.

Molly went parading on a tent near center, too. I thought that her unusual defense ability would work wonders on such a small platform, and I needed someone to place markers for Ensnare, as well as bait Honeypot uniques nearby.

Scores went 3-3.


Turn 2: Forgotten picks Ensnare, Honeypot picks Make It Look Like an Accident.

Hungering Darkness charges Keepside Strangers and nearly kills them. A Crooligan from left discarded a card to leap to Keepside Strangers, dropped a scheme next to Hungering Darkness and went to engage the thing. Keepside Strangers had already spawned one scheme marker last turn for a possible Breakthrough at one point or another.

Crooligan messed up Honeypot's scheme big time, since they were planning on throwing a kid off a window. Just a little too late Honeypot realized that the second Crooligan on top of building had Shielded. 

Forgotten got their Ensnare soon enough, as Gwyneth charged in to kill Night Terror. Turns out Night Terrors are garbage players at card games, because Gwyneth had no trouble card sharking the minion dead. However, Illuminated ones seem equally as bad at playing with ice cream, as Archie was able to pummel the guy to mist. 

Lynch nearly killed Carrion Emissary, damaging it down to two health remaining. It flied away, scared of gambling any more and instead placed two scheme markers while also contesting center-right strategy marker.

Beckoner walked to contest the same marker, tying the control. She was able to lure Crooligan off the building, but no-one believed it was an accident since the kid was shielded.

Now defenestrated Crooligan went to control bottom-right strategy marker.

Rabble Riser and Noxious Nephilim squabbled with Koji and Illuminated, neither side making much of a progress.

In the center Kara tried the only possible action for Honeypot to score their scheme, and attacked Molly. Attack hit, but didn't score Rams.

Molly was Forgotten's last model to activate, and she slapped Kara off from kitchen counter with parade baton. She had to use two Parade Routes on Crooligan to get it to contest strategy marker in the center.

Forgotten took the lead with 6-4.


Turn 3: Forgotten picks Reshape the Land with schemes, Honeypot attempts Breakthrough.

Gwyneth finishes Carrion Emissary before it is able to activate. Archie makes a tit-for-tat exchange with Beckoner, killing her before she activates.

Koji and Illuminated to the left nearly kill Rabble Riser. In fact they would have if it wasn't for a lucky Rams during Rabble Riser's attack when he was still at one health remaining.

Fortunately I was reading around opponent's cards, and noticed Illuminated's "Don't Turn Your Back" in time - I had this grand plan of flying Noxious Nephilim and Rabble Riser to bluff Search the Area for a bit, but making the markers for Reshape the Land instead.

Molly had to spend her entire activation to walk on top of central building and parade the Nephilim out of Illuminated's engagement range.

Kara continued to attack Molly, making the cat even more distracted. 

A Crooligan moved to remove a scheme marker some Honeypot model had placed on my deployment zone. That was my attempt to deny Breakthrough. Unfortunately Honeypot had plenty of more activation by then, but at least it forced Hungering Darkness to scheme around.

Both players scored full schemes and strategy for 9-7 lead for Forgotten.


Turn 4: Honeypot picks Assassinate on Molly

Noxious Nephilim tried to remove Koji from equation to get one strategy marker for Forgotten. Both of his attacks needed to hit, but the first one failed already unless I spent a thirteen from my hand - which I did. But second attack missed as expected.

Lynch scores one point from Assassinate, and also gives Molly slow. She had three health remaining. She had to activate next, and went over the central building to take a charge at Koji. Koji died, but so did Molly when Illuminated activated. 

Opponent was able to kill Keepside Strangers and Crooligan effortlessly. I still had one chance to tie the game - Archie pushing both Gwyneth and Mr. Tannen away from their respective strategy markers. Attacks hit well enough, but no masks were scored in any of the cases. Since it was double point round, Honeypot claimed a 11-9 victory.

Monday, November 17, 2025

Back in His Element

 A 50ss game of Malifaux 4th edition on Vassal.

Strategy: Flank Informants

Schemes: Reshape the Land, Search the Area, Leave Your Mark

My list:

Jack Daw Ensouled & Jaakuna Ubume
Montresor
Kari Zotiko
Ferryman
Hanged
Crooked Man
Guilty
Drowned

Pool: 4

Opponent had:

Lucas McCabe, Relic Hunter & Luna
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Huckster

Pool: 6


Turn 1: Tormented picks Reshape the Land, Wastrels pick Leave Your Mark

Ferryman ferried a Guilty with it to top-left strategy marker, where Guilty dropped two schemes to start bluffing Search the Area. Unfortunately opponent didn't commit to denying imaginary scheme.

I was also stressing out about Sidir, but fortunately I had two 13's in my starting hand. Jaakuna scaled on top of a building, lured Sidir closer and gave him the Rams upgrade. Next she did the special from crew card to yank Sidir to the building too, and used soulstone trigger to also deny him Masks.

So that was a 50% chance to fail any action. So out of three actions Sidir was able to do, he had a good chance of failing at least one. However, he sliced Jaakuna with just two attacks, and did a mortar strike and shot a third time. Well, at least that failed. 

Infuriated, Jack Daw threw curses left and right - specifically, to the Rough Rider center-left, and Sidir to the right. He also lost Tomes, so next turn if  he continues to pass 75% of his actions, someone will suffer. (Spoiler: That someone was Jack Daw.)

Since opponent was so clearly trying to leave his mark, Crooked Man went to crook his scheme markers and even craft up his own. I forget who removed that scheme marker, so Kari had to waste a soulstone to give Crooked Man another interact. Montresor was to do the last required marker for Reshape the Land one pointer, but failed because my hand was empty.

At least Hanged, my second last activation, landed a Rams out of deck on Lucas to remove one scheme from Wastrels. and also pulled Rough Rider from contesting central strategy marker.

Scores went 1-2 for Wastrels, as they were able to get one point from the half mark they had left of themselves. Jack Daw was just spewing bad words in all directions, and failed to reshape anything.


Turn 2: Tormented Picks Search the Area, Wastrels pick Reshape the Land

Guilty placed third scheme for Search the Area, used Onward to get to enemy deployment zone and dropped a scheme marker there, too. Opponent left my three markers alone, and as such I was able to grab the one point from Search the Area. Later Ferryman placed the marker for end condition, walked and charged Rough Rider and McCabe.

Tormented gang is on fire at the center - figuratively. In the center Rough Rider died to Ferryman, Hanged and Kari - and even McCabe went down to five. And that was only after he healed for two and three. 

Montresor charged Sidir and punched in the face for five points as he punched himself in the face for five points. Ouch. That upgrade sucks. Second attack brought Sidir down to two, which sucked even more, because Sidir has hard-to-kill. However, Sidir was also staggered, and Kari had summoned a Drowned on the roof. Even a stat 5 begins to have an effect on a stat 3 defender. Sid went down to one, which was a sitting duck for Jack Daw's automatic damage sprint. Which he did, killing Sidir and dropping right next to already injured Ruffian. He smacked the minion dead, and picked up his litter, too. Meaning, scheme marker.

It was a delight to watch the opponent struggle with Sidir's three Jack Daw upgrades, but Sidir himself didn't seem to bother. He was making his flips just fine, even damaging Jack Daw for three points.

Luna, Huckster, surviving Rough Rider and even Desper were dropping schemes for Reshape the Land. I couldn't remove the markers fast enough, and he had too good schemers anyway. However, I did manage to set up Breakthrough for next turn. 

Because I had chosen violence, I fell behind on strategy points. Scores went 3-5 for Wastrels.


Turn 3: Tormented picks Breakthrough, Wastrels pick Search the Area

Noose was tightening for Wastrels. They fell so much behind on action points.

However, the death train started losing steam... kind of. Breakthrough scored two points just fine after the first activation, but Tormented managed to kill just one model this turn. Though in all honesty, that model was Lucas McCabe. 

To dodge around his horsey-healing tricks, Tormented had do ping him for one point, and only from hazardous terrain and tactical action. I need to savor this turn, because that's exactly what happened. Well, one point of damage came from a Drowned or something, but Lucas didn't proc his heal just yet. Eventually Montresor was cursed to watch as Kari tolled Lucas into hazardous terrain, leaving him at two health. He had taken one point from hazardous already during his own activation, as he rode Huckster to my deployment zone. Jack Daw was then free to either kill Lucas by rolling over him twice, or deny opponent points from Search the Area. I made the scoring-wise incorrect decision to kill Lucas, but in my heart I know it was the right decision for the wrongs he's done against the humanity. Even in this game he trampled a mistreated, crooked miner with several lung diseases under the hooves of his horse.

So, Huckster and Desper were able to secure two points from Seach the Area for Wastrels. Breakthrough scored two for Tormented, who also took the upper hand in strategy. It was still a 6-7 lead for Wastrels.


Turn 4: Tormented picks Public Demonstration on Desper. Wastrels pick Frame Job on Luna.

Desper was the first to activate, and went to bottom-right corner. Now, if I only would receive a soulstone or two from somewhere... like from the Guilty who had just one health left...

... which certainly could have happened, if Jack Daw didn't go and kill the Ruffian a hit away from killing Guilty. 

Unfortunately Hanged went to charge Luna to bluff Assassinate. That he did, but also scored a point for Wastrels from Frame Job.

Me activating Jack Daw that early was mostly to save up lesser minion activations, as well as Kari and Ferryman for their movement tricks. But I certainly didn't need both of those models, or even furthest Drowned. However, no amount of stalling found me an opening to rush two minions to Desper. 

Double points on turn four, however, tied the scores to 8-8.



Thursday, September 18, 2025

Totem Duel

 A game of Malifaux, 4th edition.

Strategy: Flank Boundary Dispute

Schemes: Public Demonstration, Harness the Leyline, Frame Job

My list:

Kirai, Lady of Vengeance & Ikiryo
Datsue Ba
Carrion Fate
Kuchisake-Onna
Lost Love
Shikome
Gwisin
Seishin

Pool: 6

Opponent had:

Hoffman, Inventor & Edie Clark
Peacekeeper
Melissa KORE
Guardian
2x Hunter
2x Watcher

Pool: 4


Turn 1: 

Schemes chosen: Urami: Frame Job with Shikome. Augmented: Harness the Leyline

I was considering either Harness the Leyline or Frame Job, but then I noticed hard nerfs that Harness Leylines had received at some point. However, I decided try and bluff it by moving Shikome as my first activation to the centerline and planting a scheme marker.

Augmented took the bait, and Peacekeeper walked down from a stone formation and charged the minion for two victory points for me.

Shikome survived relatively well, but her position so vulnerable that Kirai walked for a bit and pulled her back with a heal. 

Soon enough Ikiryo walked and charged Peacekeeper and slapped it down to seven health remaining. 

Melissa shot a bunch of damage to Kirai, some of which was redirected to Gwisin.

Kuchisake moved a strategy marker, walked and shot two seishins right to Peacekeeper. One of the seishins gave a walk for Ikiryo for her to go and engage Melissa as well as Peacekeeper, and be in contact with a strategy marker.

Edie gave an action to one of the Hunters, who tried to shoot Ikiryo with harpoon. This failed, but Hunter felt confident that throwing enough harpoons at Df 3 target would eventually do the trick. Which it did. 

Carrion Fate interacted a strategy marker, flied with Gwisin towards  top-left quarter and interacted again the same marker.

As I was running out  of actions at the center, Lost Love had to reposition there to throw a strategy marker past centerline. This left Datsue Ba alone with a Seishin to face against Hunter, Hoffman, Watcher and even a Guardian. 

Oh, minus that Seishin, because Datsue killed the thing herself with Lantern of Souls. Well, thanks to Seishin's valiant sacrifice, both players (and not only Guild) scored a point from strategy. Guild didn't get their scheme and abandoned it for a 3-1 lead to Resurrectionists.


Turn 2:

Schemes: Urami picked Scout the Rooftops. Augmented picked Assassinate on Datsue Ba.

Going from top to bottom, Gwisin eventually placed two schemes - one to corner, one past centerline to bluff both Harness the Leyline and enable double points from Scout the Rooftops.

And, uh, Peacekeeper. Yeah. That thing killed Carrion Fate in just one activation. Didn't even empower anything. Carrion Fate had a rotting fate. 

Kirai wasted two actions to get in a summon. An extra Shikome tried to engage Peacekeeper before it had wronged fate.

Melissa and Hunter smacked the summoned Shikome down to two remaining. Watcher had ran to a strategy marker, and as my last activation Kuchisake tried to kill both Watcher and another Hunter to the right, but failed the attacks despite benefiting from Adversary.

Hired Shikome activated late in the turn and went to place a scheme for Scout the Rooftops. Edie spammed actions here and there.

There was this final gathering of Watcher, Hunter and Hoffman against a granny. Hunter started clawing her, which got her down to six health remaining. She had to activate to save herself, and summoned Ikiryo to bodyblock Hoffman. She tried to skin a metal robot, but did only a few points of damage. But she scored crows and healed for a bit.

Watcher had interacted, leaped and interacted a strategy marker deep into Resurrectionist deployment zone. To at least remove that terrifying schemer, Ikiryo charged it, but failed to kill. I don't remember what actually killed the Ikiryo - probably some combination of Edie's shenanigans. But yeah, Ikiryo died, but Lost  Love teleported in to re-summon it. She smacked Hunter down to two remaining from the summon attack, and then charged the Watcher dead.

However, Hoffman had walked on top of terrain when first (or second, however you count it) Ikiryo had blocked Datsue from view. He scored two beam attacks, managing to stagger her and bring her down to two health remaining. 

Guardian went to toss one of my strategy markers back to wrong table half.

Resurrectionists fell behind in strategy, but had scored doubles from Scout the Rooftops. Datsue was still clinging to her dear life, so Assassination succeeded only in half. Scores went 5-3.


Turn 3:

Schemes: Urami picks Detonate Charges, Augmented picks Scout the Rooftops.

Hunter started beating Datsue Ba, who was at two health remaining. And look at that - she survived. It did take two of my highest cards from hand, though. But then the granny skinned Hunter, healed for a bit and even infused a soulstone. That somewhat eased the pain of losing Carrion Fate that easily.

The other Hunter went to engage Gwisin at top-left corner after shooting summoned Shikome dead.

Kirai attempted to remove Peacekeeper, and did it in a costly manner. She walked on top of a stone, used crew action to bring Ikiryo to hit Peacekeeper - and then hit it again with soulstone trigger from Soothe Spirit. Not sure how that counts as soothing, but at least Peacekeeper fell to two health remaining.

With a single raise and soulstone trigger, Peacekeeper would be able to smack Ikiryo off the board and not die to Vengeance. The robot decided to take it's chances, and died to vengeance. Ikiryo did go down to one health remaining, though, so she activated and walked and charged... somewhere? She didn't  really accomplish anything, though.

Melissa shot Ikiryo dead with quick reflexes, and damaged Kuchisake down to four health remaining. Kuchisake, feeling threatened by the presence of a tiny, not yet activated Watcher, summoned Ikiryo back after walking to within 12" of Lost Love. Ikiryo was able to kill the bat with summon attack.

Hoffman went to place a couple of scheme markers on top of terrain, and shoot Datsue Ba down to one health remaining.

Edie spammed actions again, but used one action to go and engage hired Shikome. Ikiryo charged Edie, and while she landed a hit, she wasn't able to free Shikome to do any scheming. Shikome walked away from melee, then, and walked and charged Hoffman on top of the terrain to block Scout the Rooftops.

Lost Love teleported to Ikiryo to plant a couple of scheme markers to Edie for a victory point.

Augmented scored strategy, but missed Scout the Rooftops. They didn't abandon the scheme, because they had it set up pretty well.

Scores went 6-4 for Resurrectionists.


Turn 4:

Urami was able to even out the number of strategy markers and claim a point from Take the Highground. Augmented scored the strategy too. They weren't able to remove Shikome from blocking the double points from Scout the Rooftops.

Game ended 9-7 for Resurrectionists. 

Both totems seemed... Intense. For both crews I'd dare to say that they were the MVP's of the match.






Thursday, August 21, 2025

Machine Gun of Injustice

A 50ss game of Malifaux 4th Edition on Vassal.

Strategy: Flank Informants

Schemes: Grave Robbing, Public Demonstration, Breakthrough


My list:

Jack Daw, Spirit of Betrayal & Lady Ligeia
Montresor
Kari Zotiko
Guilty
Guilty 2
Drowned
Drowned 2
Crooked Man
Bone Pile

Pool: 6


Opponent had:

Lucas McCabe Tomb Delver & Cryptologist
Sidir   
Desper
Jessie   
Rough rider
Rough rider
Ruffian 
Huckster  


Turn 1:
Schemes: Tormented: Public Demonstration on Lucas. Wastrel: Grave Robbing with Remains

Tormented picked Public Demonstration on McCabe. Wastrels picked Grave Robbing with 

True to the deployment's name, two flanks quickly formed. 

A Guilty, Kari, Lady Ligeia, Montresor and Jack Daw were on one, butchering up a Huckster and summoning a Drowned to Jessie.

Well, Jack Daw was kind of part of that flank a until Desper LaRaux yanked him from strategy marker in the center and planting him to face Rough Rider's and Sidir's gun barrels. 

To the right, models were piling up to a strategy marker near the center of top-right quarter. First, Crooked Man ran to contest the marker, trying to lure McCabe nearby. Due to some luck, this eventually succeeded after a Cryptologist, Rough Rider and Ruffian had failed to kill it. Granted, Crooked Man did have cover as he was inside a building.

Miraculously enough, McCabe was not able to score the kill either. However, one of the Rough Riders managed to score the kill. A hired Drowned and Bone Pile contested the marker, but Wastrels had it with Cryptologist, Rough Rider and McCabe. But I still had a Guilty left to activate that I had planned to onward-walk and walk to drop a scheme near McCabe for double points on Public Demonstration. However, Onward failed even with an empower.

Wastrels scored Grave Robbing with Remains marker, and Tormented also got a point from Public Demonstration. Both got strategy thanks to Desper hooking Jack Daw away from center.

Game was tied at 2-2.


Turn 2:
Schemes: Tormented: Assassinate Jessie. Wastrel: Leave Your Mark


Sidir shot Jack Daw down to four health remaining, so Kari had patch him up as well as he could. She also used soulstone trigger to move him to a slightly better defensive position. My next activations were Montresor charging Jessie, who was staggered, and almost killed her. Jessie was able to heal herself a bit, but finally Jack Daw scored  double points from assassinate.

Lucas, Cryptologist and Ruffian managed to kill both Bone Pile and Guilty as I was securing assassination. Both Rough Riders and Desper block center marker and drop two scheme markers for Leave Yout Mark. One Rough Rider was especially well placed so that Lady Ligeia and another Guilty were not able to go place even one scheme marker block Leave Your Mark double points. At leastLady Ligeia was able to claw Rough Rider down to three health remaining. 

Both players got strategy and doubles for their schemes, so scores were tied at 5-5.


Turn 3:
Schemes: Tormented: Runic Binding. Wastrel: Reshape the Land


Somehow Sidir was able to shoot both Jack Daw and Guilty dead in one activation. Sure, Daw was down to two hits with a raise, Guilty required just one without a raise. Rough start for a turn, but at least the dying ended there. Oh wait, it didn't. Later Lucas McCabe drowned Drowned in bullets, despite it being in cover and concealment. 

A Drowned and Montresor plant the required schemes for Runic Binding, which easily enough scores two points. But I was running out of action points now that Jack Daw and Guilty were gone before they were able to activate. Wastrels were able to drop scheme markers with impunity, with there being little I could do to remove them even if I suspected Reshape the Land.

Resurrectionists  were able to kill the already gravely injured Rough Rider. My losses were not quite 3:1, because Kari had been able to summon a Drowned, but it was a non-interacting, non-contesting model.

Both crews scored two points from schemes, but since Lucas McCabe had shot Drowned that had been controlling bottom-right strategy marker, Tormented lost a point from strategy.

Scorest went 8-7 for Explorer Society.


Turn 4:
Schemes: Tormented: Ensnare. Wastrel: Search the Area.

Both crews scored a point from their schemes. Tormented had quite a few movement shenanigans, but failed to utilize them well enough to push a required number of Wastrels away from contesting strategy markers, and so Explorer Society reached full 11 points again 8 by Resurrectionists.








Saturday, July 19, 2025

Sterilize it with ethanol

A 50ss game of Malifaux 4th edition over Vassal.


 Strategy: Corner Recover Evidence

Schemes: Frame Job, Detonate Charges, Ensnare


Plague

Hamelin, the Plaguebringer & Obedient Wretch
Nix
Fumigator
Tunnel Rats
Rat Catcher
3x Stolen
Malifaux Rat

Pool: 5


Tri-Chi

Brewmaster the Proof-Prophet & Wesley
Whiskey Golem
Fingers Leong
Shojo
... an effing TANUKI!
2x Moon Shinobi
Whiskey Gamin

Pool: 5


Turn 1:  Plague picks Frame Job, Tri-Chi picks Detonate Charges to abandon it.

Moon Shinobi: Drunken dash through forest, double walk in contact with my evidence, trying to deny a point for me.

Tunnel Rats: Walk and interact a scheme marker within 2" of Moon Shinobi to bluff Detonate Charges.

Whiskey Golem: Walk, Hulking Leap to Tunnel Rats, which scores doubles from Frame Job for Plague. Attack with mask trigger kills Tunnel Rats, though.

Stolen: Walks, slams a terrain piece and walks with Onward to a silo type building, scaling it.

Whiskey Gamin: Walks and prepares, fails Liquid Courage.

Rat Catcher: Walk, Moldy Cheese for two rats and prepare for Shielded.

Tanuki: Interacts a scheme, walk to a building and scale. Lifting Spirits heals Whiskey Golem.

Obedient Wretch: Resupply to get Tomes for Fumigator, and double walk to scale on top of terrain.

Moon Shinobi: Dash over Tanuki's scheme marker to get poison, double walk next to strategy marker.

Malifaux Rat: Activates.

Brewmaster: Double walk and Drunken Clarity on Moon Shinobi to claim strategy. Last Call fails.

Opponent passes long enough that Fumigator does the last remaining Malifaux Rat and walks on top of a building, and then the Rats form into Rat King. Rat King attempts to Prey on Moon Shinobi guarding my strategy marker. Fails.

Stolen: Walks and stuns a Moon Shinoby that scored strategy.

Apprentice Wesley: Walks and fails.

Hamelin: Walks twice, and lures Stolen nearer and Moon Shinobi away from my strategy marker.

Fingers Leong: Secret Passage nearby to go walk over my strategy marker. Toast checks were passed by everyone involved.

Nix: Walks on top of a building, uses Red Death on Whiskey Golem, charges Moon Shinobi. Fails.

Shojo: Walks and tries to lure Nix, but fails. False Claim to give charge to Whiskey Golem, who goes for Hamelin.

Stolen: Onward, charge and fill power bar with Moon Shinobi.

Tri-Chi got strategy, and abandoned scheme for Red Joker. Plague got two points from Frame Job.


Turn 2: Plague picks Public Demonstration, Tri-Chi picks Take the Highground 

Moon Shinobi: Poison Nix with melee and dashes out of melee. Nix canceled one attack with Loose Bowels.

Nix: Charges Moon Shinobi to block LoS to nearby Stolen. Three points from melee, then one additional point from The Red Death. He used soulstone trigger to blight Whiskey Golem, too. Healed back to full with Drink Spirit.

Whiskey Golem: Took two hits at Nix, one from trigger. Last action was made to fail with Loose Bowels. Hulking Leap on top of building where Obedient Wretch had gone.

Hamelin: Pustulent Tumors on Nix, dealing two to Fingers Leon. Moon Shinobi passed. Lured Shinobi closer to get hazardous terrain. Two strikes versus the Shinobi, and it dies. 

Apprentice Wesley: Walkin' and Failin'.

Stolen: Walked and scaled to terrain and dropped a scheme marker near Whiskey Golem and Obedient Wretch.

Brewmaster: Walked and scaled to same terrain, charged Stolen and killed it with two strikes. Crew action to heal Whiskey Golem.

Rat Catcher: Walk and charge to Fingers Leon, not doing anything. Summoned two rats, which went to annoy Shojo & Whiskey Gamin, and Wesley.

Moon Shinobi: walks on top of terrain to pick up Stolen's strategy marker. It was becoming crowded there, with Shinobi, Brewmaster, Whiskey Golem and Obedient Wretch.

Yet another Stolen: Onward + Walk to get on top of the Whiskey Golem terrain to raise Pox bar by one, and act as one of the two minions required for Public Demo.

Opponent passes both Malifaux Rat activations before activating Tanuki, who was walking on top of building, dangerously drunk. The abominable fur sack was far enough from deployment to count for Taking the Highground.

Obedient Wretch: does pustules on Stolen, and a couple of melee swipes at Whiskey Golem.

Shojo: interacts strategy marker left from Tunnel Rats, walked and scaled on top of terrain for Take the Highground.

Rat King walks and charges on top of a terrain, just to act as the second minion for Public Demonstration.

Whiskey Gamin: Gets on the same terrain with Shojo. Also tried to Froth Over three of my models, but all passed the test.

Stolen: took Onward and Walk to get on the same terrain with Shojo and Gamin, charged Gamin and slapped it down to two remaining, plus Blight.

Fingers Leong: walked and scaled right next to the Stolen and did three points in. He healed Gamin back to full, plus poison to mitigate my blight.

Fumigator: took double walk to Whiskey Golem's terrain and got off a Caustic Spray, which in itself didn't do much to enemy models. However, he summoned an extra Tunnel Rats.

Tri-Chi got one point from strategy and one from Take the Highground, while Plague got only their scheme - but with two points.


Turn 3: Plague picks Detonate Charges, Tri-Chi picks Make It Look Like an Accident.

Whiskey Golem: High Pressure Dispenser twice on Stolen. Stolen flips black joker for defense, so off he went. Second dispensation killed the Stolen, netting two scheme points from Make It Look Like an Accident. Last action was to hit Obedient Wretch for three damage.

Rat Catcher: Picks up strategy marker and drops a scheme, summons one rat.

Brewmaster: Three attacks at Obedient Wretch, killing her. Last Call to Rat King, but fails.

Nix: Walk and charge to Moon Shinobi on top of tower, killing it. Diseased Embrace to max out power bar and heal himself.

Apprentice Wesley: Resupply, tries to Last Call Nix but fails, Last Calls on Whiskey Golem to heal it up a bit.

Stolen: Two coughs at Whiskey Gamin, missing both. Crew bonus to Fingers Leon to give him Blight and heal himself.

Whiskey Gamin: Didn't help. Gamin kills the kid with moonshine.

Malifaux Rat: Walks.

Malifaux Rat: Walks and scales terrain.

Malifaux Rat: Prepares for Shielded.

Tanuki: Double walk to stand on my strategy marker, and to lift Whiskey Golem's spirits. 

Hamelin: Walks to pick up strategy, lure Tanuki off from the strategy marker and smack the disgusting little thing with black staff for two points of damage and stun.

Rat King: Opponent passes yet again, so the king tries to maul Tanuki. Prey on the Weak succeeds, as is proper, for Tanukis are weak, and an attack hits too. But Tanuki survives, albeit with only one health remaining, ready to die to blight.

Shojo: Walks to spam False Claim on my side of the table for four scheme markers. Opponent considered the action crazy effective.

Fumigator: Fails Caustic Spray, but deals two chemical foggers on Brewmaster, both with blast to damage Whiskey Golem too.

Fingers Leon: Fails Secret Passage, toasts and walks away from Plague scheme marker, as opponent was guessing I had Detonate Charges.

Tunnel Rats: Prepare focus, use focus and empower with crows to get Secret Passage off, to get second scheme marker for Detonate Charges near Apprentice Wesley.

This time Plague got strategy but Tri-Chi didn't, but only one point from Detonate Charges while the Bayou scoring two from their scheme.


Turn 4: Plague picks Runic Binding, Tri-Chi picks Reshape the Land with scheme markers.

Whiskey Golem: tries to beat Nix, but doesn't do it well enough thanks to Loose Bowels.

Malifaux Rat: Exists

Whiskey Gamin: Goes pick up strategy marker.

Malifaux Rat: Exists

Rat Catcher: Opponent starts passing, so Rat Catcher went to pick up strategy marker and summoned more rats, which summoned more rats - meaning second Rat King. Newly summoned Rat King charged Apprentice Wesley. The earlier one went to protect Rat Catcher's earlier scheme marker.

Fingers Leong: tried to secret passage twice and succeeded once at that, bringing Chatty aura near Hamelin. Toast poisoned just about everyone involved.

Tunnel Rats: secret passages next to Whiskey Golem and drops a scheme marker with trigger.

Shojo: False Claimed even more scheme markers as far as possible before walking nearer action to try and lure Nix away from engaging Brewmaster, but failed.

Hamelin interacted a scheme, picked up strategy and went to guard the scheme marker just in case.

Apprentice Wesley: moved Nix full 12", and Plague revealed Runic Binding.

Nix: moved right back. 

Brewmaster tried to shoo Nix off from engagement, but I made the mistake of canceling that attack. Second Last Call hit just fine, and Brewmaster was free to pick up two strategy markers. Had I left the blight on, Brewmaster would have only been able to pick one and game would have been a draw.


So, it was a really close 8-7 win for Tri-Chi.

Sunday, June 15, 2025

Swell Tune

A 50ss game of Malifaux 4th edition on Vassal. This is again a feedback report for Wyrd that I can't be bothered to write differently.

Strategy: Wedge Informant

Schemes: Make It Look Like an Accident, Public Demonstration, Runic Binding

My list:

Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Forgotten Marshal
Batsch & Amalie
Night Terror
Crooligan
Dapperling

Pool: 5

Opponent had:

Youko, Silk of the Lotus & Chiyo
Bill Algren
KOTO
Kabuki Warrior
2x Courtesan
2x Bunraku

Pool: 5


Turn 1:

Both pick Runic Binding, although I seriously considered Public Demonstration.


Archie: Leaps, walks, interacts a scheme.

Kabuki: Walks, charges and bonus action to Archie for a total of five points of damage.

Night Terror: Leap, Walk and sonic screech to Kabuki Warrior, scoring You're Coming With Me, moving Kabuki more than 2" away from strategy marker.

Bunraku: Onward, charge and attack at Night Terror. No damage.

Necrotic Machine: Walk and Tap the Leyline to guard strategy marker.

KOTO: Discards to pulse Insight, double walk to a strategy marker on Ten Thunder's side. He had been deployed inside a forest, so it took two walks.

Philip & Nanny: Rambling Man and Walk to scale a terrain and place a scheme marker.

Bill: walks and uses Heroic Intervention to move Kabuki Warrior and Bunraku, but fails to injure Night Terror. Foiled Plans trigger removes Philip's scheme marker.

Molly: Takes a double walk to scale terrain, Jinkies! "A Clue" to place scheme near activated Bunraku, and soulstone trigger for Philip & Nanny to place a scheme back.

Courtesan: Walks, Black Jokers a lure on Night Terror, gives focus for Bill. Runic Binding for Resurrectionists.

Dapperling: Double walk to a strategy  marker on the centerline.

Chiyo: Walks and uses Invitation on Night Terror to move it away from contesting strategy marker, and another on Philip & the Nanny, which fails.

Forgotten Marshal: Double walk to center marker, copied Deadly Banter and scored two raises against Kabuki Warrior, thanks to Abandoned token. Two scheme markers within 2" of Chiyo for possible Ensnare next turn.

Youko: Walk and charge to Forgotten Marshal, attack missed but Cover Agent did a scheme and used soulstone trigger to walk Forgotten Marshal away from strategy marker.

Crooligan: Teleported to Archie and placed two schemes near Bill Algren for possible Ensnare next turn.

Courtesan: Double Walk to center strategy, as she got Draw Out Secrets from Shared Secrets for third marker to Runic Binding.

Batsch & Amalie: Double walk to contest center. Ten Thunders got one point from Runic Binding.

Bunraku: Double walk and charge to Forgotten Marshal, also claiming center.


3-2 for resurrectionists.


Turn 2: 

Resurrectionists: Ensnare

Ten Thunders: Take the Highground


Archie: uses hulking leap to get next to Bill, and flails attacks at him, trying to hit rams for heals. He hit once for four points of damage and got the rams. 

Bill: Tries to slap Night Terror, but fails. Concealment helped here a lot. Heals himself for two, and Resurrectionists got two points from Ensnare.

Philip & Nanny: Walks down from a building, Rambling Man's through Youko and Courtesan, turns around and pram rams Courtesan for two points of damage.

Kabuki Warrior: passes Philip&Nanny test and charges Night Terror, Red Jokers five points of damage. Furious Rush passes Philip & Nanny test and also flips Rams, removing Slow, and misses the attack on Night Terror. Last attack also misses Night Terror, but takes away my last high card from hand. I removed Abandoned token to get third point for Spooked bar.

Night Terror: Having only two health, leaps away and double walks behind a building in the Ten Thunders deployment zone.

Bunraku: swings at Forgotten Marshal for two points of damage and stays in place to guard center strategy marker.

Molly: Walks down from building, tells two disturbing stories for Bill, one of which damages him a little. Misfit Press with Focus also fails on Bill, so he stays guarding rightmost strategy marker.

Courtesan: Charges Molly to contest rightmost strategy, but misses attack. Shares secrets with herself, and attacks Molly again with focus. This time hits, and Qi and Gong gets their Leverage bar full.

Batsch & Amalie: Walks and scales on top of building, moves with Expanding Influence in an attempt to heal Molly and Archie and copy a scheme marker, but black jokers Eternal Waltz.

Chiyo: Walks to contest rightmost strategy, misses one Invitation on Molly, but second one hits, so Molly doesn't contest the marker any more.

Forgotten Marshal: Walks to contest center strategy marker, Pine Boxes Bunraku away from it and Deadly Banters Bunraku for a couple more points of damage. I made the mistake of not moving Bunraku out of Marshal's melee.

Courtesan: Fortunately Courtesan does the same mistake in reverse, and uses Lure to bring Bunraku back to contest - and out of Marshal's melee, raising Spooked bar. She removes distracted from Bunraku with Shared Secrets and punches Philip & Nanny for three damage.

Dapperling: Backtracks from centerline to strategy marker on my side and prepares a Shielded.

KOTO: uses Music Swells three times, dealing two points to Forgotten Marshal and four to Philip and the Nanny. Could've been a lot worse, as KOTO black jokered last Music Swells. Opponent considered this skill busted, and it certainly is a scary one on a 5 point model. More thoughts at the end.

Crooligan: Teleports to Forgotten Marshal, Hide and Shrieks Youko with a raise, getting her Abandoned and places her from strategy marker, slaps three points of damage in to Youko and fails another Hide and Shriek at Bunraku. That one had concealment. Still a good activation. At least by now Spooked bar was full.

Bunraku: Bonus action to talk into melee with Archie, tried to attack him and walked on top of a silo.

Necrotic Machine: Walks to position, heals Forgotten Marshal for three and pulls Youko away from center with Pulled into the Story.

Youko: Had to take a double walk to get on top of a small shack. Covert Agent on Forgotten Marshal failed, but then she used We Own You on Forgotten Marshal. Only Ten Thunders got strategy point, but Abandoned token on Youko made her fall from the shack and thus not score Take the Highground.


5-3 for resurrectionists.


Turn 3:

Resurrectionists: Pick Reshape the Land with Scheme markers.

Ten Thunders: Stayed with Take the Highground


Batsch & Amalie: Expanding Influence, to fall from central building. Heals Philip & Nanny and Mushroom Clouds Bunraku, who falls down to one health remaining. Trigger enables BA to go contest strategy marker that I had moved during last end phase.

Courtesan: Focuses Bunraku with secrets, and walks next to Philip & Nanny. Attacks them, misses. I was perplexed by this move until KOTO activated...

Philip & Nanny: Black Jokers Rambling Man. Deadly Banters Bunraku, but can't cheat because of Entranced. Second Deadly Banter kills the Bunraku.

KOTO: Music starts to swell on Courtesan, calls checks for Crooligan, Batsch & Amalie, Philip & Nanny. He does this twice before retreating to a strategy marker. Miraculously enough only Crooligan failed the check, and only once.

Crooligan: Teleports to Philip & Nanny, misses Hide and Shriek, walks to leftmost strategy marker and placed a scheme.

Courtesan: Walks on top of big building in the center and tries to lure Batsch & Amalie away from center strategy marker. Fails, but this takes my last severe away from hand. Shares secrets with either Kabuki or Bill, I forget which.

Archie: Leaps to Chiyo and starts beating the kid. Chiyo performs her Last Act.

Bunraku: walks to an elevated terrain near my deployment and prepares a focus.

Necrotic Machine: tries to heal Forgotten Marshal, fails, and walks out of Youko's LoS.

Kabuki Warrior: Uses bonus action to go and contest rightmost strategy and attack Archie, almost killing him. In fact, without "Want some ice cream?" Archie would have died. Abandoned token moves Kabuki away from contesting strategy.

Night Terror: Two schemes for Reshape the Land.

Kill: Bill Archie with one attack (he had two remaining), fails to heal himself and walks on top of a silo. Because the attack killed, Each Flaw doesn't trigger, right?

Dapperling: Double walk to center strategy marker.

Ten Thunders: Pass

Molly: Double walk to contest rightmost strategy marker, and deny center building for Courtesan. Misfit Press pushes Bill from silo. Disturbing story misses Courtesan. 

Youko: Pushes Dapperling off from shack with trigger, tries to do the same for Batsch & Amalie but fails because of Red Joker. Backroom Dealings on Dapperling  failed.

Forgotten Marshal: Walked to center strategy, shrieked at Courtesan and tried to shoot her with a peacebringer, neither of which succeeded. But she did have concealment.


Ten Thunders got one point from Take the Highground, but Resurrectionists took three from double scheme + strategy.

8-4 for Resurrectionists.



Turn 4:

Ten Thunders: Ensnare


Courtesan: Fails to damage Philip & Nanny

Crooligan: Walk, charge and shriek to KOTO for three points of damage. Important bit was to contest KOTO's strategy marker.

Bill: Walk to contest a strat marker. He had Slow from earlier press. 

Dapperling: Double walk to control strategy marker on centerline.

KOTO: Kills Crooligan, and was illegally pushed out of strategy marker with Abandoned token as there was no Forgotten model in correct place. This restriction is kind of hard to remember.

Necrotic Machine: Does nothing, just controls a strategy marker out of LoS to enemy models.

Kabuki Warrior: Bonus action and charge to Philip & Nanny, killing his target. 


After this we ended game, as there didn't seem to be any possiblity for Qi and Gong to score a tie. KOTO in legal place might have enabled a strategy tie, but that would have brought scores only to 10-6.