Sunday, October 31, 2021

Its new and scary

I had two games of Warmachine with the most recent rules update, both with Brawlmachine format.

Lists were same in both games. My list:

Master Necrotech Mortenebra [+28]
 - Malice [13]
 - Ripjaw [6]
- Slayer [10]
Bloat Thrall [2]
Misery Cage [2]
Pistol Wraith [4]
Soulhunters (max) [16]


Opponent had:

Cygnar

Major Beth Maddox [+30]
 - Charger [9]
 - Defender [14]
 - Firefly [7]
Arcane Tempest Rifleman [3]
Black 13th Strike Force [7]
Stormguard Infantry (max) [15]

Scenario was Syzygy. 

Both games played out very similarly. Cryx scored their flag twice, Malice broke enemy objective and either middle zone or flag was scored third time again. Cygnar wasn't able to contest Cryx flag reliably while Soulhunters contested Cygnar flag.

I kind of wonder if Syzygy is a functioning scenario. It seems to boil down to "who can contest enemy flag longest", where ultra fast difficult-to-remove units naturally have advantage. Maybe Soulhunters were a "hard counter" for the entire scenario. But that's not all.

Had we played with the old rules, my list would have been a whopping 12 points less, while opponent would have played only 5 points down. That was seven "extra" points for me, which is a crazy number for this point size. Well, time will tell if the point cost adjustments were spot on but it certainly felt like cheating in these games.



Monday, October 25, 2021

Martyrs, martyrs everywhere

 A 50 soul stone game of Malifaux.

Turf War with Flank deployment. Scheme pool: Vendetta, Claim Jump, Hidden Martyrs, Let Them Bleed, Research Mission

My list was:

Seamus & Copycat Killer
Madame Sybelle
Grave Golem
Dead Doxy (Vendetta on Obsidian Oni)
Mourner with Grave Spirit Touch (Martyr)
Rotten Belle (Martyr)
Gravedigger

Pool: 6
Schemes: Hidden Martyrs, Vendetta

Opponent had:

Asami Tanaka & Amanjaku
Ama No Zako
Shadow Emissary
2x Yokai (Hidden martyrs)
Obsidian Oni
Akaname (Claim Jump)

Pool: 7
Schemes: Hidden Martyrs, Claim Jump

Turn 1:

Ten Thunders brought their both scary models on high vantage points. Obsidian Oni and Yokai near the middle, and one additional Obsidian Oni is summoned by Asami as a hand grenade. It sets up Dead Doxy, Grave Golem and Mourner on fire. Akaname interacts with closest marker to Ten Thunders. The second Yokai speeds up to charge Rotten Belle that had arrived in base contact with strategy marker on the bottom left. Amanjaku follows Yokai around. 

Gravedigger and Mourner both do Blasphemous Rituals, and hand out focus +2 to both Grave Golem and Madame Sybelle. Resurrectionists had made a nice little blob of three models in the middle. Grave Golem tried to look menacing and distract-ey, while Dead Doxy was aiming to get a strike at her vendetta target.

Gravedigger interacted with my closest strategy marker. Copycat Killer and Seamus do their movement shenanigans and interact with top-right strategy marker. Then Seamus thought it would be a good idea to draw the attention of Shadow Emissary by taking a random weak damage shot at it.

Turn 2:

Resurrectionists gain initiative, and first to activate is Madame Sybelle who goes to take a swing at Obsidian Oni. I had overestimated their durability, and she hit the thing for five points of damage in. That meant Dead Doxy might ruin my Vendetta with a moderate damage as Obsidian Oni had two health remaining. This was especially worrisome, as my lowest card in hand was 6. However, Doxy scores only weak damage and scores Vendetta.

Loud bang of the flintlock had indeed aroused the ire of Shadow Emissary. When the mauling ceased, Seamus was at around half of his health remaining, plus me having three stones less. Time to escape! Copycat Killer took a random shot at Yokai that did some damage in. Then he switched places with Seamus. 

And that's when Ama No Zako charged to my master. Great. What's even better - after the Ten Thunders henchman had activated, I had zero soul stones left and Seamus was down to one wound remaining. And that was only because Hard-to-Kill.

Seamus Terrorizes Ama No Zako away from him and heals a bit. Then he takes a shot at Yokai engaging Rotten Belle, killing the oni. 

Obsidian Oni takes a swing at at Dead Doxy and she dies. But it's notthe exotic axe/maul/mace-thingy that had hit her, oh no. It was the horrible stench caused by Akaname. Doxy was at two health remaining, burning, and then poisoned.

Asami summons Katashiro, which flaps furiously at Madame Sybelle.

Grave Golem interacts with marker in middle and tries to attack Yokai. Rotten Belle interacts with marker on bottom-left.

Then it's end of turn. Both players score strategy, and opponent reveals Hidden Martyrs on Yokai. I had done my Vendetta earlier, so scores go 2-2.

Turn 3:

Ten Thunders win the initiative. It's beyond me why opponent picked Ama No Zako to activate first. I mean... there was this 12" teleporting, four action point, Def 4 master two weak hits from being dead, and Ama No Zako had essentially 3 action points and stat 6 melee attack. It's beyond me.

Yeah. I lost my master turn 3 before he got to activate.

At least Shadow Emissary fails to kill Copycat Killer thanks to an untimely Black Joker.

Grave Golem kills the remaining Hidden Martyr Yokai.

Madame Sybelle removes the vendetta Obsidian Oni and Katashiro. Then Akaname, and a summoned Jorogume pile in on the undead lady in leather. Akaname would have only needed to land one weak damage on Sybelle for her to die to its stench, but in the end Sybelle was left alive with three health, burning and poisoned.

Mourner takes a couple lucky Feed on Griefs on Akaname, killing it.

Rotten Belle interacts with strategy marker on the bottom-left and charges Ama No Zako, failing right at the Terrifying check.

Resurrectionists score strategy, taking the lead at 3-2.

However, opponent concedes. After all, Ten Thunders had lost all key models for schemes and was behind in points, and likely to kill Rotten Belle.

Sunday, October 10, 2021

Where's Vesna?

 Rise of Fenris campaign of Scythe continues with not one, but two episodes. 

Last time around the empires of Europa chose to follow a path of strenuous peace. 

Episode 2 had Innovative Nordic Empire, Industrial Togawa, Agricultural Rusviet and Mechanical Saxons on the board. 

Nordics and Rusviet were the first to forge an alliance, soon followed by Togawa and Saxons. 

My Nordic Empire got a speedy start at least in terms of stars required for victory. I scored my first secret objective on the second round, and continued to churn out those stars from encounters, arriving at the factory et cetera. You know, the peaceful stuff. We were on the path of peace.

However, my second secret objective (control 3 tunnel spaces) didn't turn out so well as my forces were continuously either kicked off those tunnels by Saxons, or opponents had too strong occupying forces on them for me to challenge them or there were some wild cards in form of Togawa traps.

Because of this completely unjustified aggression, my progression and development was undermined. Both Togawa and Saxony controlled huge territories, and Rusviet, well, Rusviet controlled territories. 

Figuring I wouldn't be able to get a victory in this geopolitical climate, I decided to end the game and at least cut opponents' points short of their potential maximum.

Scoreboard was:

Industrial Togawa 72 points (purchased infrastructure mods: Spy, Automachines)
Innovative Nordic 57 points (purchased infrastructure mods: Recruitment Office, Machinery, Assembly Line)
Agricultural Rusviet 57 points (purchased infrastructure mods: Assembly Line, Recruitment Office)
Mechanical Saxony 44 points (purchased infrastructure mods: Cavalry, Machinery)


Episode 3

Second game we had Mechanical Nordic, Industrial Togawa, Patriotic Rusviet and Innovative Saxony. Objective was to find Vesna from factory.

I can't boast with having loads of experience on Scythe, but still I dare say this game was absurd.

Although my Nordics got a decent start thanks to my infrastructure mods, it was nothing compared to Saxony in this game. Those dungeon dwellers were spewing out stars to the score board like they were the Big Bang themselves. Within, like, first six rounds they had brought five of their six required victory stars. Three from secret objectives, one from mechs and one from won battles. 

That formed a sort of a protective shield around Saxony - no-one would dare to attack him, unless losing was impossible as that would have ended game prematurely had Saxoniy won. Saxony as well stomped hard on Togawas, which was important since they had already won two of the campaign episodes.

So, Saxony ends up farming the factory for Vesna with reckless abandon. He gets, what, five influence tokens, while other players got zero. 

After Vesna had been found, they just ended game with a random easy victory. 

In the end, Saxony turns into Vesna faction. Rusviet decided to change their faction to Albion.

Scenario is won by Nordic Empire thanks to tiebreaker.

Scores:

Mechanical Nordic 51 points (purchases Construction infrastructure mod)
Patriotic Rusviet 51 points (forgot to ask about infrastructure mods)
Innovative Saxony 47 points (forgot to ask about infrastructure mods, +3 starting popularity)
Industrial Togawa 34 points (forgot to ask which two infrastructure mods were purchased)

Sunday, September 26, 2021

It just had to come, vol II

 Had another game of Malifaux on Vassal.

Strategy: Symbols of Authority with Corner deployment. Scheme pool: Let Them Bleed, Spread Them Out, Bait and Switch, Research Mission, Death Beds

My list was:

Kirai & Ikiryo
Datsue Ba with Grave Spirit Touch
Lost Love
2x Shikome
Crooligan
3x Seishin
Mindless Zombie

Stones: 7

Schemes: Let Them Bleed, Spread Them Out

Opponent had:

Lucius Mattheson & Scribe
Agent 46 with Inhuman Reflexes
Hooded Rider
Investigator
False Witness
Guild Lawyer
Changeling

Stones: 6

Schemes: Bait and Switch, Spread Them Out

Turn 1:

I had originally planned to play Seamus, but the map looked terrific for some incorporeal action.

Datsue Ba turns Mindless Zombie into Focused +1 for everyone but herself, walks once and concentrates herself. 

I get completely lost in who activates when in the enemy team, since everyone is using Obey (or the equivalent) on everyone. Hooded Rider rides with Agent 46 and arrives in middle-north of the board, and takes a walk nearer middle. 

Investigator and False Witness had been walked to the middle, too, and since I didn't know what to expect I charged a summoned Goryo into those two. Ikiryo charges Hooded Rider after being moved around by Seishin. Neither Goryo or Ikiryo score any damage.

Investigator and False Witness are freed from Goryo with some scheme shenanigans, and Investigator charges Ikiryo and garrotes her down to one wound remaining. 

Both Shikomes were guided by Seishins. One went west, ending up past middle line. The other Shikome managed to interact a scheme marker on to enemy table side. However, that brought her within charge range of Agent 46, and as a result she was brought down to three remaining.

Turn 2:

Ikiryo activates first because I supposed she'd disappear next. But killing her didn't interest Investigator or Hooded Rider (who failed his Ride With Me)

Kirai summoned another Goryo, and together the goryos brough Investigator, False Witness, Changeling and Guild Lawyer to one or two hit points remaining. Most of their attacks certainly missed, but Violent Ghosts didn't need to hit in the first place.

Crooligan in south-west did a scheme marker, and Shikome that was flapping around in there too dropped another marker and charged False Witness that had strayed to middle line.

Agent 46 kills my Shikome and removes the scheme marker she put up. Datsue Ba is guided by Seishins to charge Agent 46, and then I need to make a decision to either score strategy or Spread Them Out this turn. I choose strategy, and Lost Love teleports to Datsue Ba, walks and interacts an enemy strategy marker. 

Then it becomes apparent why Ikiryo had been spared. Neverborn reveals Bait and Switch. Resurrectionists take a point of strategy for 1-1 scores.

Turn 3:

Enemy is busy removing Goryos, and one of them is indeed removed by the blob of Lucius, Hooded Rider, Lawyers and whatnot, while the other one remained. But the other one... well, I suppose this day had to come eventually. I'm sure opponent could have killed the Goryo later in turn, but it would have taken additional resources if not for one black joker. Or two black jokers, to be precise. We both flip black joker, and as enemy had higher stat than my defense... it was a definite loss for Goryo.

I didn't have high enough card in my hand to re-summon another, so I had to take Drowned instead to deal with an escaped Investigator. Kirai also uses Spirit Barrage on False Witness, killing her. 

Moonlight charge killed Ikiryo and put my remaining Shikome down to one hit point remaining, but this didn't stop it from scoring another point of Symbols of Authority, with the aid of Seishins. 

Datsue Ba and Agent 47 duke it out, with Datsue gaining the upper hand by leaving the enemy henchman with three hit points. This had cost me plenty of soulstones, though, as I needed to spam Ram suit to prevent Agent from blocking damage with soulstones.

Lost Love drops a scheme and walks nearer another enemy Symbol. But it was a long way for Mv4 model.

However... Resurrectionists got another point of strategy, Spread Them Out and even Let Them Bleed in one fell go. Scores were now 4-1 for Resurrectionists. 

Turn 4:

To try to deny opponent from scoring Bait & Switch, Shikome charged a Guild Lawyer that had been sitting in enemy deployment zone with one hit point remaining. Didn't succeed, though. Hooded Rider fails to kill my contesting minion, but manages to ruin Lost Love's plans to score third point from strategy.

Changeling finishes Shikome with Shikome's own menacing talons. 

Agent 46 places a scheme marker on my side of the board and charges Datsue Ba. Without a soulstone Datsue lucks out with a ram suit and kills Agent 46. Lost Love teleports to Datsue, walks and interacts a marker.

The Scribe removes my last remaining Goryo, so it was time to summon a new one to tie up Lucius. Additionally Kirai put a scheme marker on the middle line.

Drowned fails to kill Investigator, but a random charging Seishin did not. What's this? Scribes and Seishins doing the heavy lifting?

No points were scored on turn four.

Turn 5:

I secured enough strategy markers on board to make Spread Them Out end condition infallible. We didn't play all the activations as the situation was clear. Neverborn scored another point of Bait and Switch, while Resurrectionists got both Let Them Bleed and Spread Them Out.

Game ended 6-4 for Resurrectionists.


Tuesday, September 21, 2021

The Draw

 Had a 50 soul stone game of Malifaux on Vassal.

Strategy was Break the Line with flank deployment. Scheme pool: Vendetta, Breakthrough, Spread Them Out, Catch & Release, Bait & Switch

My list was:

Dr. McMourning with Killer Instinct & Zombie Chihuahua
Sebastian
Rogue Necromancy
Kentauroi (Catch & Release)
Flesh Construct
Nurse
Guild Autopsy

Stones: 4

Schemes: Catch & Release, Spread Them Out

Opponent had:

Jakob Lynch & Hungering Darkness
Kitty Dumont
Mr. Graves
Mr. Tannen
3x Illuminated (one of which has vendetta on Flesh Construct)
Tanuki

Stones: 1

Schemes: Vendetta, Breakthrough

Turn 1:

Sebastian lobs some formaldehyde on Resurrectionist models in top.

Kentauroi rides with guild autopsy and lobs a strategy marker to opponent's side but within its melee range. That might have been fancy, but Lynch manages to shoot Hungering Darkness to the horse beast. Fortune smiled at me (not sure if in a mocking manner) and Kentauroi was left with one wound remaining after the onslaught of Jakob's totem. So my Catch & Release target didn't disappear on the first round.

Guild Autopsy runs in forest as far as possible towards strategy marker in top-left corner. It's a long way though since it's a big forest...

Dr. McMourning comes to assist Kentauroi but doesn't actually do much just yet.

Flesh Construct takes a double walk and interacts a scheme marker in the middle of board.

Below, Nurse pulls Rogue Necromancy here & there with painkillers, after which Rogue ambushes, walks and throws strategy marker to the opponent's side.

Rogue Necromancy, Nurse and Zombie Chihuahua are opposed by two of the Illuminated and Mr. Tannen. One of the Illuminated threw back the strategy marker that Rogue Necromancy had interacted with.

Mr. Graves and one Illuminated struggle through forest. Kitty comes to top-left quarter near Hungering Darkness and Kentauroi.

Turn 2:

Resurrectionists win initiative, and I put it on my priority list to run as far as possible with Kentauroi. It does Ride with me on McMourning and runs into bushes. Guild Autopsy puts a scheme marker top-left.

Kitty Dumont comes to interact with strategy marker that Dr. McMourning was guarding. Flesh Construct - instead of charging Mr. Tannen came to throw the marker right back.

Illuminated and Mr. Graves come to middle board to harass Sebastian, who had tried to poison those two. 

Lynch shoots McMourning around a bit with a large trout, and McMourning decides to activate next to remove Hungering Darkness from board. But the beast goes down to two points remaining because one attack fails to connect. Hungering Darkness botches its activation and does minimum damage in to McMourning, but does heal back to seven.

Below, an Illuminated murders Zombie Chihuahua. Rude. 

Mr. Tannen had activated Boring Conversation, which ruined Rogue Necromancy's activation. Well, it did bite one of the Illuminated down to two wounds, but considering it essentially had three attacks thanks to Pouncing Leap, that's not very impressive.

The other Illuminated succeeds in delivering strategy marker to my side of the board.

Score goes 1-1 from strategies.

Turn 3:

McMourning finally removes Hungering Darkness. Guild Autopsy throws a strategy marker to Ten Thunders territory.

Mr. Graves pays back by killing poor Sebastian. Flesh Construct comes to handle the situation in the middle, and deals respectable damage to Mr. Graves - down to two hit points, plus poison.

Illuminated then attacks Flesh Construct, damages, and reveals Vendetta. Now that Flesh Construct had activated, Kitty interacted with strategy marker and brought it to my side.

Below, and Illuminated comes to engage Nurse. Nurse says no, and pulls herself here & there with painkillers. She then walks and interacts with strategy marker. Remaining Illuminated charges Nurse through hazardous terrain, but fails to kill.

Mr. Tannen and Rogue Necromancy were generally useless.

As last activation, Kentauroi charges Kitty Dumont and scores Catch & Release.

Both players score strategy, Ten Thunders got Vendetta and Resurrectionists Catch & Release for 3-3.

Turn 4:

Mr. Graves kills Flesh Construct and puts up Keeping the Peace. Not wanting to risk it, Dr. McMourning walks into melee and brings the Vendetta scoring Illuminated down to one hit point. I giggled when I realized I could kill it with Black Blood from Mr. Graves. The attack hits nicely, so there was exactly one chance in the whole deck that Black Blood wouldn't kill Illuminated. And there it was, Black Joker.

Kentauroi takes a flight towards Ten Thunders deployment zone, dropping behind a scheme marker.

Illuminated attacks Nurse and brings her down to one hit point. Nurse then pulls herself here & there, walks and places another scheme marker.

Illuminated in the middle, however, brings McMourning down to two hit points remaining - which would've been four, of course, if there would have not been an unconvenient Black Joker.

Kitty Dumont charges McMourning and kills him with Unassuming Demeanor. Then she walks to my deployment zone and drops a scheme with bonus action.

Rogue Necromancy kills one Illuminated. Mr. Tannen does nothing. 

So... game had been rather even. This Ten Thunders scored Breakthrough and Resurrectionists had their Spread Them Out for scores of 4-4.

Turn 5

Guild Autopsy does a scheme marker, as does Kentauroi and runs to hug opponents deployment corner.

Below, Illuminated kills the Nurse, but Rogue Necromancy was able to interact a scheme marker and go engage Mr. Tannen.

Kitty Dumont walks, does interact for scheme and then drops another scheme with bonus action.

Illuminated in the middle walks to my deployment zone and slaps in a scheme marker.

Mr. Graves and Jakob Lynch attempt to bring one of the strategy markers 8" away from center line, but it doesn't work out.

Ten Thunders score Vendetta since Illuminated had been left alive against all odds, and Breakthrough.

Resurrectionists score Catch & Release since Kentauroi had been left alive against all odds, and Spread Them Out.

Final scores go 6-6.





Monday, September 20, 2021

The end is nigh

Shadowbrook and the nearby areas are nearing a total extinction of heroes, as our Touch of Evil campaign continues with one additional game via Tabletop Simulator. 

Game was Heinrich the Cartwright and Victor Danforth versus The Ghost Ship.

For once the shadow track took a slow and steady decline into darkness, which would have given heroes time to gear up. In theory, at least. As it turned out there were sporadic Ghost Pirate sprees, getting almost all of their counters on the map. Heroes needed to react to them, but the fights against those damnable pirates were awfully unlucky. 

Victor spent a whole lot of time in spewing out events, most of which were sub-par. 

Heinrich at least manages to find two pieces of cursed gold, and enough weapons and assorted gear to equal nine fight dice. Victor had cunning 6 and tools of science.

Suddenly shadow track was in its last stage to darkness, and heroes had to start the showdown way too early. Fortunately there was only one evil elder, although he did have the darkest secret.

Heroes had to assemble hunting party blindly, and we took Reverend Harding. And look at that. A second darkest secret, plus accompanied betrayal.

Ghost Ship had 32 wounds, and heroes managed to remove only thirteen out of them.

Good night, Heinrich and Victor.

Campaign Statistics:

Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow, Krampus, Sunken Seven, Gargoyle, Banshee, Reaper, Dreamweaver, Werewolf, Unspeakable Horror, Necromancer

Villains still to be defeated: 2, +2 investigation vs Shadow Witch

Heroes dead: Katarina the Outlaw, Frederic Leon Brother Marcus, Anne-Marie, Lucy Hanbrook, Harlow Morgan, Scarlet Shadow, Maria de la Rosa, Thomas the Courier, Adrianna, Valeria, Jack Fellows, Argot Blackwell, Inspector Cooke, Isabella von Took & Liliana, Lost Soul, Karl, Eliza, Dr. Edwards, Sara the Bright Witch, Heinrich Cartwright, Victor Danforth
Heroes remaining: 2

Stashed investigation: 3

Tuesday, August 31, 2021

Wraithbane Witches

Had a game of Warmachine. Points were 50.

My list:

Wraith Witch Deneghra [+28]
 - Inflictor [13]
 - Nightmare [18]
 - Nightwretch [7]
 - Ripjaw [7]
General Gerlak Slaughterborn [6]
Soul Trapper [1]
Soul Trapper [1]
Bane Warriors (max) [16]
Bile Thralls (min) [9]

Opponent had:


Bane Witch Agathia [+29]
 - Deathripper [6]
 - Kraken [35]
Bane Warriors (max) [16]
 - Bane Warrior Officer & Standard [5]
Satyxis Blood Witches (min) [8]
Steelhead Riflemen (min) [8]

Scenario was Close Quarters from main rulebook.

My forces run forwards on the first turn - not much else to do with Deneghra2, really. Nightmare took Kraken as its prey target.

Agathia advances with Bane Warriors in the middle, Satyxis inside trenches and Steelheads in front of them. She uses feat to protect her army from my spells.

Next turn Nightwretch advances within Stealth distance of a Bane Warrior in the middle. Deneghra goes incorporeal and advances into an otherwise lethal position to launch a Hellmouth via arc node, killing five or so.

Bane Warriors with Apparition charge a disturbing length on the board, and all but destroy Inflictor. Fortunately it is left alive with a couple of damage boxes, as opponent wouldn't score a scenario point now. A single Bane Warrior charging Nightmare dealt twelve points of damage, removing columns three and four from my character warjack.

Deneghra uses her feat, making at least Nightmare and Inflictor incorporeal. Nightmare charges Kraken, while Inflictor just huddles forward through a sea of Bane Warriors. Bile Thralls then purge the Bane Warrior unit into oblivion. My Banes tie up Steelheads and Satyxis. I was able to score one point.

Kraken removes Nightmare as was to be expected. Enemy Deathripper comes to contest my flag, and incorporeal Inflictor continued to contest enemy - along with my few remaining Bane Warriors.

My Bane Warriors charge enemy Kraken, and then Inflictor - which had cortex and main melee weapon still intact - removes Kraken. Agathia surrendered after this turn, as there were not enough contestants left for Agathia to contest Deneghra from winning via scenario.




Tuesday, August 17, 2021

Path of Peace

 So, Rise of Fenris campaign for Scythe started with four players.

We had Mechanical Nordic Kingdoms, Patriotic Saxony, Engineering Rusviet and Agricultural Togawa.

Early in the game Nordic robbed Saxonia's starting gold via an encounter that cost all popularity they had.

Togawa gained an encounter that gave some limited extra moves, thus mitigating one of their more serious weaknesses. Somehow they ended up moving around the map more than any other player, I think. They even had a colony right next to Nordic starting isle.

Despite losing much of their potential thanks to Nordic robbery, Saxonia gained plenty of early stars from accomplishing campaign objectives, combats and personal objectives. They had received some sort of card from encounters that acted like an extra action choice that cost power to use and gave... something.

Saxonia pretty much drained Togawa and Rusviet (and themselves) from power. Eventually Saxonia probably made futile attacks just to bring enemy power down to 0. This, however, gave Togawa a lead in victory stars.

Nordics were mostly left alone and were able to churn out coins from their Mechanical player mat. Neither Rusviet nor Saxonia had got their mints in working order when Togawa ended the game.

Final scores:
Agricultural Togawa 90pts +4 influence
Mechanical Nordic 83pts +3 influence
Engineering Rusviet 45pts +2 influence
Patriotic Saxonia 37pts + 3influence

The vote result ended in next scenario being played on the path of peace, whatever that means.