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| Not sure how this relates, but it was a hilarious picture. |
We have taken a couple weeks off from having a Tuesday
Main Event at our store for various reasons – mostly schedule-driven. I was supposed to play a game against Nayte
of Avatar Lilith against Avatar Kirai, but unfortunately last-minute events
conspired to cancel the game. Then last
week we took a break having just played a tournament a couple days prior. This week we were back on track.
Bill is trying to figure out how to use Zoraida, so I
challenged him to a game with Zoraida.
While we were trying to figure out who I would play, Dan suggested I
pull in Seamus, so we had our match-up.
We played 30 stones.
Crew: Seamus w/ Avatar, Grave Spirit, Dead Rider, Rotten Belle, Night Terror x3, 6 stones
Strategy: Plant Evidence
Schemes: Bodyguard, Stake a Claim
Crew: Zoraida, Desperate Merc, Terror Tot, Tuco, Stitched Together, Jack Daw, Wicked Doll, 5 stones
Strategy: Deliver the Message
Schemes: Steal Relic, Kidnap (two Night Terrors, Grave Spirit)
Crew: Seamus w/ Avatar, Grave Spirit, Dead Rider, Rotten Belle, Night Terror x3, 6 stones
Strategy: Plant Evidence
Schemes: Bodyguard, Stake a Claim
Crew: Zoraida, Desperate Merc, Terror Tot, Tuco, Stitched Together, Jack Daw, Wicked Doll, 5 stones
Strategy: Deliver the Message
Schemes: Steal Relic, Kidnap (two Night Terrors, Grave Spirit)
Bill flipped the Red Joker for his Strategy so I talked
over a few options he had. I always like
using Zoraida for objective-based missions rather than kill-based
missions. And Zoraida with a Wicked Doll
almost assures you’re getting a first or second turn Deliver the Message, so
that’s what he went with.
Flipping Plant Evidence made me groan until I remembered
that Ressers have access to one of the best objective-grabbing models in the
game: the Night Terrors. I needed
something with some hitting power, and the Dead Rider filled that gap pretty
easily. That it could not be touched by
Jack Daw was just gravy.
We had a map covered with lots of buildings, fences and
small stones to provide cover and block LOS.
I had enough to keep Zoraida from being able to drop a Voodoo Doll on
the first turn, though I suspected she would be flying in for an early Deliver
the Message if she got the chance. I
deployed most of my army opposite his Zoraida but out of her LOS, and then
deployed my bats on the far side out of LOS.
Tuco was deployed opposite the bats.
I didn’t take any notes, so this game will be going from
memory.
TURN ONE
The Grave Spirit linked to my Dead Rider, and my Belle moved up with Seamus in tow. His Tot killed off his Desperate Merc in a couple hits, and the Stitched moved up and popped a cloud. My bats started moving up and Tuco popped around the corner and took a shot. I pushed the closer bat up 3” towards him to spread out from the others, and he hit for a wound. He shot again and all my bats moved forward. He got a Red Joker on the (-) flip for damage and dropped my lead bat to 1 wound and put two more wounds on the others. Damn. My bats flocked around him but avoided doing anything else because Black Blood could really hurt.
Finally, Zoraida popped down in front of Seamus. The Dead Rider tried to adjust purpose, but
failed and had to cheat (a running theme for the game). He rode in and then Focused a hit on Zoraida,
but she used a stone to avoid the hit.
The Wicked Doll popped in and Delivered the Message, locking up four
points early.
With my bats distracted by Tuco and him already getting 4
points, I was not in great shape early.
TURN TWO
I started off with Seamus, wanting to make sure I could
avoid letting Zoraida also grab my Relic.
Seamus Focused an attack on her and hit for 5 wounds. She prevented one of them, but the damage was
done and she was Insignificant. He also
put up his Terrifying 14 and dropped all living WPs by 2. Zoraida went and flipped a Black Joker to
avoid the Dead Rider’s terrifying, then flipped a 4 on the stone needing a 5,
so she fled. The Dead Rider managed to
hold her in place from fleeing and killed her off with 4 attacks (Fast+Flurry).
Tuco killed off two of the bats but the last one danced
around and got the first Plant Evidence marker.
Jack Daw flew into the Seamus melee zone and the Tot finally Grew into a
Younger and started moving up the field.
The Stitched double-moved to get closer, so my Belle moved up on him and
attacked but missed.
TURN THREE
I got initiative again and had a couple choices – have Seamus try to deal with Jack Daw or have my lone bat grab another objective and hide from Tuco. I went with the latter since that would earn me VPs. The bat went out of sight and picked up my second Plant Evidence marker.
Jack Daw put up his no-cheat bubble, then stole Seamus’
relic and attacked him, forcing me to discard cards to stay alive. My Rider zipped around, grabbed the Stitched
Together dealing 4 wounds to him and yanked him around to the far side of a
building, keeping him away from the fight.
The Younger jumped up nearby and attacked a couple times but failed to
really do much damage with the Armor +2.
Tuco chased down the bat, but missed the attacks, and my
Belle moved up and grabbed a third Plant Evidence spot. The Stitched tried to hit the Belle, but
Gamble Your Life killed the Stitched. On
the reactivation, the Stitched killed the Belle. The Belle used Slow to Die to Lure Seamus up
into melee with Jack Daw.
Seamus activated and attacked Jack Daw a few times, hoping for some hits with Crows to Decapitate him, but instead just gave him Insignificant with Excessive Bleeding.
TURN FOUR
Jack Daw started off by putting up the no-cheat zone,
then got rid of some of Seamus’ cards.
My Terror Tot took the moment to fly away and grab the last Plant
Evidence spot, finishing off my 4 VPs from my strategy. The Younger Nephilim moved around and killed
off the Grave Spirit, finishing off Kidnap, I assumed. My Rider killed the Younger Nephilim, then
started moving behind some cover towards the Stake a Claim marker.
Tuco moved around and finally killed off the last bat,
but by then my 4 VPs were locked up.
Seamus activated and attacked Jack Daw three times, hoping for crows to
kill him, but failing each time.
TURN FIVE
We were down to Jack Daw and Tuco against Seamus and the Dead Rider. Jack Daw put up his no-cheat field and bled my hand while the Dead Rider reached the Stake a Claim house and hid from Tuco. Tuco moved up to get ready to try to take him out, and Seamus moved three times, breaking free from Jack Daw on the second one and reaching the house himself.
TURN SIX
Jack Daw activated, put up his no-cheat, and Hangman’s Knotted to bring Seamus back to him. Seamus manifested outside of Jack Daw’s melee range and walked back to the house. The Dead Rider moved around and slapped Tuco for 3 wounds.
I flipped to see if the game would go on and the Red
Joker popped up. On to turn 7!
TURN SEVEN
Jack Daw went and put up his no-cheat and moved in and
pulled Avatar Seamus back, but not far enough to be in melee. The Dead Rider activated and smacked Tuco a
few times, but Hard to Kill saved him.
Tuco activated and healed one up, but failed the Terrifying from the
Dead Rider and turned to run. The Dead
Rider kept him in melee. aSeamus charged
him and knocked him back down to 1.
I flipped to see if the game would go on and the Red
Joker popped up again. On to turn 8!
TURN EIGHT
We were at an 8-8 tie and probably would stay there, but
no worries. The Dead Rider healed
himself back up with his regenerate and Adjust Purpose, then attacked Tuco and
killed him. Finally the Dead Rider moved
back around the back of the house. Jack
Daw moved up and tried to zap aSeamus, bleeding some cards.
I flipped to see if the game would go on and a 13 of
Crows popped up. On to turn 9!
TURN NINE
It was an exercise in futility this turn. Bill did some no-cheating and attacking to
bleed my cards, I did some useless attacking for the fun of it, and then the
turn ended.
I flipped to see if the game would go on and it didn’t. Finally!
We tallied points and were at 8-8.
Then Bill remembered Jack Daw’s Excessive Bleeding. He needed a 5 to stay alive and flipped… a 4. Jack Daw died, and since he was the one with
the Relic, Bill only pulled 1 point for Steal Relic turning the game into an
8-7 victory for the Ressers!
So there we have it, a game that was far longer than it
needed to be, and relied on a trigger I had never used from Seamus before to
win the game. Hilarious. Bill bought me a beer at dinner to cap off
this week’s Game of the Week.




















