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Subject: Solo Slaughterfield with Three Heroes (Soldier, Archer, Acolyte) rss

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Kathrin
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Set-up
After playing two Slaughterfield games with two characters, I decided to take the Soldier, Archer and Acolyte to see if I could handle three heroes well enough to move on to more epic adventures.
I used the same wave set-up as described in my earlier session report Solo Slaughterfield with Soldier and Archer and first impressions of Myth, with the exceptions of not bothering to add the Agent during Wave 9 this time, and adding more ranged than melee Tailles in Wave 7.

Session report

Wave 1

My trio of young heroes - a weasel-like Soldier, an Archer and an Acolyte (both of them human) found themselves facing a minor bug infestation - 8 Crawlers, half of them ranged.
They needed one Hero Cycle to get into position, but then it was a breeze. First, the Archer took out two of the ranged Crawlers (using "Through a Needle's Eye" and "Tumble"), then the Soldier did the same with the remaining two ranged Crawlers ("Harvest of Bones"). With only melee Crawlers left - they need to be adjacent to a hero to attack, whereas their ranged siblings have range 3 - the trio felt a lot safer.
The Acolyte decided to get in on the bug hunting fun and smashed one of the poor little things with her wooden plank ("Smite").
5 Crawlers down, 3 to go - but the Crawlers were getting antsy and went on the offensive. Only one of them got close enough to actually attack, but it had some bite - not even a "Guardian Angel" was able to stop it from dealing one damage to the Acolyte (I rolled a 10 for the Crawler attack, rerolled with "Guardian Angel", and got another 10). Ouch. At least the bite wasn't venomous.
The Soldier, having nothing better to do, went treasure hunting and found the "Ring of Kings" - an item that allows its bearer to draw 2 treasure tokens instead of 1 and choose which one to resolve. Not completely useless, but she had hoped for something better, maybe something with a little more punch than the old fireplace poker she was using in place of a sword. But perhaps the other stuff that the dying Crawlers had left behind would be better. Still, she put on the ring at the next opportunity (i. e. during the Cleanup step of the next Refresh Phase, which is when heroes can change their equipment).
The Acolyte decided to "Stand Fast" and crushed the Crawler that had hurt her ("Smite"). Its two remaining comrades quickly followed it into bug heaven when two of the Archer's arrows pierced them in a very unhealthy way ("Orion's Tears"). And thus Wave 1 was cleared, and everyone was ready for Wave 2.
(Defeating all enemies before the next Wave is due is very important in Slaughterfield. If the tile is clear when the round timer reaches zero, the new enemies aren't placed until the beginning of the next round. This means they do not immediately add to the Darkness during the Refresh Phase, which can buy the heroes some much-needed time.)

Wave 1 Tally
Enemies encountered: 8 Crawlers (4 melee, 4 ranged)
Enemies killed: 8 minions (4 by the Archer, 2 by the Soldier, 2 by the Acolyte)
Hero health: Soldier 8, Archer 6, Acolyte 6 (1 damage)
Items gained: Ring of Kings
Items equipped (in addition to starting items): Soldier: Ring of Kings
Wave cleared: mb

Play area at the start of the game, with starting hands. I'm using one Movement Tracker Card per hero (and a glass counter to mark the chosen movement type), and Myth Game Round Flowchart to remind me what happens when (and a pencil to point towards the applicable "Darkness Cycle" box because I sometimes forget whether the Darkness activated during the Hero Cycle or during the Refresh Phase). I'm playing with the female versions of the heroes, from Myth: Alternate Gender Heroes. And I'm using a random green d10 as a wave timer/round counter. Ranged Crawlers are marked with a blob of white, sticky, removable stuff on their heads to make them more easily distinguishable from melee Crawlers.

Situation during the first Darkness Cycle. The Soldier is a long way from where the battle action is, but can comfortably pick up a treasure behind her. The two Crawlers close to the Archer will later die through "Orion's Tears". The Acolyte is shown next to the Crawler that is going to deal her one damage before being killed by her in return.


Wave 2

After the Crawlers, the heroes encountered a more seasonally appropriate group of enemies: 12 Shamblers - undead minions (8 melee, 4 ranged). When they are accompanied by their Soulless captains, or their mini-boss Yardu, they have some unpleasant resurrection abilities up their non-existent sleeves, but on their own, they aren't that bad. They move more slowly than Crawlers, and even the ranged class doesn't reach quite as far when attacking.
Still, there were 12 of them, and they needed to be killed (again). The Archer used a decoy ("Fool's Errand") to buy the heroes a little more time. The Soldier - caught between three Undead - knocked one of them prone ("This Yoke is Heavy") and tried to take out the two others ("Riding the Edge"), but she stumbled and did no harm to her target.
The Acolyte prayed for guidance ("Pray") before successfully performing "Last Rites" on two Shamblers. Unfortunately, her faith wasn't strong enough to get the third one as well. Her action, however, woke the Shamblers from their slumber and they crept towards the heroes, slowly but determined. Except for a group of three, who went on a Fool's Errand (they got lured towards the Fool token).

In the ensuing battle, three Shamblers attacked the Archer, but she skillfully dodged the first attack, launched a successful counterattack that killed the attacker, and moved out of range of the other two Shamblers ("Circumvent").
The Acolyte faced only a single Shambler (the one that hadn't been affected by her "Last Rites"), but her bad luck continued, and this single attack was successful. She took another point of damage.
The Soldier found herself under attack from two Shamblers (their companion was still prone) but managed to "Disengage", so no harm done. Except to the poor Fool, who was destroyed by the other group of Shamblers.

The Acolyte then prayed some more, and apparently, her faith was stronger this time, which resulted in a *very* dead Shambler ("Angelic Words", with 3 Faith cards on "Pray"). The Soldier also took out two ("Harvest of Bones"), but then it was time for the Shamblers to strike back again. The Acolyte quickly healed herself back to her starting Vitality ("Soothe Wounds").
The Archer, who found herself the target of two Shamblers, took out the last remaining ranged undead minion ("To the Knee") before it knew what was happening. Apparently, this unnerved the other Shamblers, because all their attacks (one on each hero) missed.

The next Hero Cycle started off a little less than ideal, with the overpowered (and thus overpriced) "Kharon's Payment" as the Archer's only attack card. Fortunately, the Acolyte was able to use "Feet of the Saints" to make all attack actions (just actions, not reactions!) cheaper. After some preparations ("Find Weakness" and "Vision of the Mark" for the Archer, "Battle Roar" for the Soldier), the heroes launched another wave of attacks, which resulted in 4 dead Shamblers (one died through the Acolyte's "Smite", two through the Soldier's "Attack" and "The Hidden Blade", one through the Archer's "Kharon's Payment").
During the Refresh Phase, a Darkness Cycle was triggered and the only remaining Shambler injured the Archer. Her counterattack ("Wayfarer's Ruse"), however, was worse, and the last Shambler was gone.

Wave 2 Tally
Enemies encountered: 12 Shamblers (8 melee, 4 ranged)
Enemies killed: 12 Shamblers (4 by the Archer, 4 by the Soldier, 4 by the Acolyte)
Hero health: Soldier 8, Archer 5 (1 damage), Acolyte 7
Items gained: /
Items equipped: Soldier: Ring of Kings
Wave cleared: mb

Tile at the start of Wave 2. 12 Shamblers (8 melee, 4 ranged) have just arrived. The heroes (clockwise, starting at 12: Soldier, Acolyte, Archer) are getting ready to fight them.

Acolyte with three Shamblers, before performing "Last Rites" on two of them.

First Darkness Cycle of Wave 2, after enemy movement.

Top to bottom: Soldier with Shamblers, Archer with Shamblers, Shamblers with Fool Token.

Second Darkness Cycle of Wave 2, after enemy movement.


Wave 3

Apparently, the Crawlers from Wave 1 had sent out a distress signal that attracted their captains, two impressive, scorpion-like creatures that scare even the bravest of heroes at times.

The Acolyte used "Feet of the Saints" to make attack actions cheaper. The Archer passed the courage test required to attack a Stalker, and dealt it two damage ("Orion's Tears", enhanced by "Vision of the Mark"). Then the Acolyte, having excelled at her courage test, performed "Last Rites" on it, which lived up to the name and killed the injured Stalker.
The Soldier, however, was too scared and her "Attack" on the other Stalker failed. (It seems to become a running gag that my Soldier doesn't handle Stalkers well - something similar happened in my previous games.)
At the start of the next Hero Cycle, the Soldier was still the only one able to attack the remaining Stalker. The Acolyte moved closer to her and lent some moral support ("Intercession") - and it helped! With a mighty "Battle Roar", the Soldier got enough courage together to launch a fatal attack on the Stalker ("Devastate").
Meanwhile, the Archer picked up a pair of "Bracers of Will", which she later gave to the Acolyte, as they grant a range bonus on Focus attacks.

Wave 3 Tally
Enemies encountered: 2 Stalkers
Enemies killed: 2 captains (1 by Archer and Acolyte, 1 by Soldier)
Hero health: Soldier 8, Archer 5 (1 damage), Acolyte 7
Items gained: Bracers of Will
Items equipped: Soldier: Ring of Kings; Acolyte: Bracers of Will
Wave cleared: mb

Tile at the start of Wave 3: Two Stalkers have entered the stage.

Soldier launching devastating attack on Stalker.


Wave 4

Wave 4 brought some new faces - those of the Tailless (rats) and the Grubbers (orcs), and there were three of each. Having two different types of enemies always adds to the difficulty, as during the Refresh Phase the Darkness advances one step for each type of enemy on the tile.

The Soldier, being too far away from any of the enemies to attack during the first Hero Cycle, decided to pick up a treasure. She retrieved "Boots of Speed", which offer more flexibility with regard to using movement types. To make up for the little detour, she did a "Sprint" to be ready to attack next round. The Acolyte killed a Grubber ("Angelic Word"), and the Archer took out the ranged Tailless ("Tumble").

During the Refresh Phase, a Darkness Cycle was triggered. The Tailless went for the Soldier, the Grubbers for the Acolyte. The Soldier was well-prepared, though ("Battle Rage" and "Blade Dance"), and after the first Tailless attack missed, she launched a counterattack that killed both rats. Success! All Tailless wiped out!
The Acolyte, however, fared less well, once again. One of the Grubber attacks got through and gave her one damage.

With only two Grubbers left, it was fairly easy for the heroes. The Soldier picked up another treasure, a Staff. The Acolyte took revenge on the Grubbers by killing each of them with a "Smite", and Wave 4 was cleared. The Soldier gifted the "Boots of Speed" to the Archer, and she equipped them.

Wave 4 Tally
Enemies encountered: 3 Tailless (2 melee, 1 ranged), 3 Grubbers
Enemies killed: 6 minions (3 by Acolyte, 2 by Soldier, 1 by Archer)
Hero health: Soldier 8, Archer 5 (1 damage), Acolyte 6 (1 damage)
Items gained: Boots of Speed, Staff
Items equipped: Soldier: Ring of Kings; Acolyte: Bracers of Will; Archer: Boots of Speed
Wave cleared: mb

Tile at the start of Wave 4: Tailless on the left, Grubbers on the right.

Soldier battling Tailless.


Wave 5

Once you've got a rat infestation, it's hard to keep it under control, and the Tailless made a reappearance in slightly larger numbers than before (3 of them melee, 1 ranged). The Shamblers were back, too (same number as for the Tailless).

The heroes were caught badly prepared this time: The Soldier had no means of reaching the enemies, the Acolyte had no attack cards, so the Archer was the only one who managed to kill something: a Shambler (with "Through A Needle's Eye".

During the Refresh Phase, a Darkness Cycle was triggered. The Tailless split up: two went for the Soldier, two for the Acolyte (but only the ranged one got close enough). The Shamblers' vote was unanimous: Get the Archer! Fortunately, she was able to put a "Circumvent" to good use. Her counterattack killed one Shambler, and after her dodge, she was out of range of the other two.
The Soldier tried to protect herself from the Tailless with an "Impenetrable", but she should have added a little Rage. These rats were particularly vicious and both attacks went through, taking two vitality off the Soldier.
The Tailless attacking the Acolyte were less successful and missed.

During the next Hero Cycle, the Archer continued to work on her reputation as a Shambler killer and added two more to her list (via "Orion's Tears" with "Vision of the Mark"). Then she bought the Soldier and Acolyte a little time ("Fool's Errand") so they could get in their attacks before the next Darkness activation, and they both delivered: The Soldier killed two of the Tailless ("Riding the Edge"), and so did the Acolyte ("Last Rites"). Once again, the heroes found themselves without enemies to battle, but by then, they knew only too well that this wouldn't last.

Wave 5 Tally
Enemies encountered: 4 Tailless (3 melee, 1 ranged), 4 Shamblers (3 melee, 1 ranged)
Enemies killed: 8 minions (4 by Archer, 2 by Soldier, 2 by Acolyte)
Hero health: Soldier 6 (2 damage), Archer 5 (1 damage), Acolyte 6 (1 damage)
Items gained: /
Items equipped: Soldier: Ring of Kings; Acolyte: Bracers of Will; Archer: Boots of Speed
Wave cleared: mb

Tile at the start of Wave 5.


Wave 6

Wave 6 brought more Shamblers (4 melee), one Soulless, 4 Grubbers and one Mucker. The Soulless and the Mucker worried the heroes the most. Soulless can resurrect defeated Shamblers, and they can hit you with curses - and with a range of 4, it is hard to escape them. Muckers are less subtle - they just hit you with a big hammer so that you aren't just hurt, but also unconscious for a while. Very unpleasant company, both of them.

During the first Hero Cycle, the Soldier managed to deal the Mucker two damage ("The Hidden Blade", "Attack"), but the other heroes didn't have any useful cards and stayed put. Their luck wasn't much better the next round: no big "Area of Effect" attack cards for the Soldier, no interrupt for the Acolyte, and the Archer was low on arrows. This was going to be tough!

The Acolyte tried to protect herself and her companions with an "Armor of Faith" (boosted by "Blessings of the Dawn", to get a total of 3 Faith). The Soldier uttered a "Battle Roar" and dealt the badly injured Mucker the final blow ("Attack") - an action which triggered a Darkness Cycle.

One Grubber attacked the Archer, the other three went for the Soldier. All four of them missed. The Acolyte made it through an attack by 4 Shamblers unharmed, but one of the Soulless' two attacks hit (luckily, no curse) and she suffered one damage.

After the Darkness had attacked, normal Hero Cycle business was resumed. The Archer shot a Grubber ("Through a Needle's Eye"), and the Acolyte took revenge on the Soulless with "Consuming Fire", which gave one damage immediately, one during the next Refresh Phase, and would continue to deal a damage for two more Refresh Phases. The Acolyte, however, decided not to wait for this "Damage over Time" to defeat the Soulless since that would give it another chance to attack. Instead, she hit it with a "Smite", which did the trick. No Soulless no more, and no Shambler resurrection - for this wave, at least.
Then she performed a "Last Rites" that she wasn't allowed to do, and defeated two Shamblers. Please don't tell the Ministry of Improper Use of Relics, she is just a beginner and a little over-eager. (I'm still having problems with some of the "Area of Effect" attack patterns.)

Another Darkness Cycle was triggered. The Soldier played "Battle Rage", "Blade Dance" and a face-down Rage card, but even with the +2 TN from "Blade Dance", the first Grubber's attack hit and the Soldier suffered one damage. Her retaliation with "Blade Dance" was even more powerful, however: 3 Grubbers met their maker.
The two remaining Shamblers tried to avenge their captain's destruction, but their attacks missed the Acolyte.
The Soldier and the Archer picked up a treasure each - a Chain Mail (vitality bonus) and a Shortsword (1 additional attack die, enhanced dash attacks). The Soldier thoroughly regretted that it wasn't her who had found the sword. The Archer didn't have much use for it, but they'd have to meet up (or clear the Wave) before it could be handed over.

The heroes would have been very happy about the current card draw a little earlier, and would need those cards again for the next wave, but right then, with only two Shamblers left, all the big attack cards ("Devastate", "Harvest of Bones", "Kharon's Payment", "Consuming Fire") and lots of interrupts (3 for the Archer alone) were wasted.
The Soldier picked up the Veil of the Red Hand (vitality bonus, enemies do not block Line of Sight, 1 vitality is restored every time the veil's bearer picks up a treasure). The Acolyte found the Ring of Niria, which grants an additional movement point and allows ignoring one damage per Darkness Cycle. Very cool loot!

Then the Acolyte proceeded to defeat the remaining two Shamblers ("Smite", "Angelic Word"), and the Wave was cleared, which allowed for some item swapping during the Refresh Phase.

Wave 6 Tally
Enemies encountered: 4 Shamblers (melee), 1 Soulless; 4 Grubbers, 1 Mucker
Enemies killed: 8 minions, 2 captains (5 by Acolyte, 4 by Soldier, 1 by Archer)
Hero health: Soldier 7 (3 damage), Archer 7 (1 damage), Acolyte 5 (2 damage)
Items gained: Chain Mail, Shortsword, Veil of the Red Hand, Ring of Niria
Items equipped: Soldier: Shortsword, Ring of Niria, Veil of the Red Hand; Acolyte: Bracers of Will; Archer: Chain Mail, Boots of Speed
Wave cleared: mb

Tile at the start of Wave 6.

Archer vs. Grubber, Soldier vs. 3 Grubbers, Acolyte vs. 4 Shamblers and 1 Soulless.


Wave 7

Wave 7 brought 6 Grubbers and a Mucker, and 6 Tailless and a Rath. I decided to make it a little more difficult than last time, by making the Tailless two melee and 4 ranged instead of the other way round.

The Archer, not wanting to be knocked prone by the Tribal Captain, tried to take out the Mucker right away ("Kharon's Payment"). Unfortunately, her arrow narrowly missed its target and all the Archer could do was buy the others some time ("Fool's Errand").
The Soldier used "Harvest of Bones" (with one Rage card), which killed two Tailless and gave one damage to the Rath. The Archer, wanting to make up for her earlier failure, took advantage of the Rath's pain and disorientation, sneaked up on it and defeated it ("Tumble" with adjacent target).

During the next Hero Cycle, the Acolyte - who again found herself without any good attack cards - played "Stand Fast" to boost all hero attack actions so she would at least help the others. The Soldier picked up a treasure (a Quiver) and restored one vitality, thanks to the Veil of the Red Hand. Then she killed two Tailless ("Riding the Edge"). With only two of their kind left, the heroes didn't have to fear their swarm ability (lower target number when four or more of them are attacking the same target) any more.

Then, the enemies acted. A Tailless injured the Archer. She had some defensive/counterattack interrupts, but was low on Ammo and wanted to save what she had for a later attack (which would benefit from "Stand Fast"). Six Grubbers tried to hit the Acolyte, but five of them stumbled over each other and missed, and the attack of the sixth failed to pass her "Guardian Angel". The Mucker, however, was much more successful. If only the Archer had managed to take him out earlier! But he was alive, and angry, and Muckers aren't into non-violent conflict resolution, which the Acolyte learned the painful way: the Mucker's first attack hit. She used "Soothe Wounds", and the Mucker hit her again, this time knocking her prone. Her "Guardian Angel" had to watch helplessly.
After the enemies were done attacking, the Archer killed the remaining two Tailless ("Orion's Tears").

Another Hero Cycle started, and once more, the Acolyte was unable to help out on the offensive (no attack cards), and the Soldier's dash attack had left her in a remote corner of the tile. With only the Archer being able to attack, it was starting to look very unlikely that the heroes would be able to clear the wave this time. The Archer dealt two damage to the Mucker ("Through a Needle's Eye", with "Vision of the Mark" and Soldier's "Battle Roar"), which made her the new number one target for most of the Grubbers when the Darkness activated. But she "Circumvent"ed the first Grubber's attack, killed the attacker, and moved out of range of the others.
One Grubber and the Mucker had decided to stick with the Acolyte, so she quickly healed some of her old injuries ("Soothe Wounds") to be ready for the next round. The Grubber proved harmless, but the Mucker did two damage. No head injuries this time, though, so she stayed conscious.
The Soldier sprinted towards where the attack was, so that she would hopefully be of more use during the next Hero Cycle.

But things didn't turn out as planned at all, thanks to a very bad hand: only a single attack card out of 15, and it was the Soldier's "Devastate", which - now that all remaining enemies only needed to take a single damage to be killed - was overpowered and overpriced. An "area of effect" attack card would have been the much better weapon against 5 Grubbers and a Mucker that was down to one vitality, but no such luck. (The Archer had "Hustle" and 2x "Sprint", the Acolyte had several attack buffs that weren't much use without decent attack cards.)

Nevertheless, since next round the new Wave of enemies would arrive, the heroes tried to make the best of the limited resources they had available. The Acolyte played "Stand Fast", the Soldier killed a Grubber with "Devastate", and then it was time for another round of enemy attacks.
The Soldier, being the healthiest of the three heroes, decided to draw the attackers' attention away from the Archer and on herself instead ("Drawing the Ire"). Her noble action brought her 5 damage (3 from the Grubbers, 2 from the Mucker; I forgot to ignore 1 damage via the Ring of Niria) - bad for the Soldier, but if it had been the Archer, she would have been on the brink of death.

Wave 7 Tally
Enemies encountered: 6 Grubbers, 1 Mucker; 6 Tailless (2 melee, 4 ranged), 1 Rath
Enemies killed: 8 minions, 1 captain (5 by Soldier, 3 by Archer, 1 by Archer and Soldier)
Hero health: Soldier 3 (7 damage), Archer 6 (2 damage), Acolyte 5 (2 damage)
Items gained: Quiver
Items equipped: Soldier: Shortsword, Ring of Niria, Veil of the Red Hand; Acolyte: Bracers of Will; Archer: Chain Mail, Boots of Speed
Wave cleared: mb

Tile at the start of Wave 7.

Soldier with Rath and Tailless.

After the demise of the Rath and two of his minions.

Mucker threatening the Acolyte. This is a weapon your head really doesn't want to become acquainted with.

And it gets worse: Acolyte being attacked by five Grubbers and a Mucker.

View from the top: While the Acolyte is surrounded by Tribal and the Archer is fighting two ranged Tailless, the Soldier is bored with nothing to do.

The Archer and the Soldier have joined the fight against the Tribal.


Wave 8

With the arrival of Wave 8, the situation got desperate. Three melee Shamblers and one Soulless, Yardu, three melee Crawlers, one Stalker, three Grubbers and one Mucker couldn't wait to bite, hit, poison and curse the poor heroes. And four Grubbers and one Mucker from the previous Wave welcomed the new arrivals with open arms. How much longer would the brave trio be able to withstand the onslaught of ever more monsters?

With this many different enemy types, the Darkness would activate more frequently than ever before. Time for another "Fool's Errand" to buy the heroes some time! The Acolyte used her healing powers ("Hand of the Father") to restore 3 Vitality to all heroes. They were going to need the health boost.
The Soldier killed one of the Grubbers and, at last, defeated the Mucker from the previous Wave. The Acolyte decided to annoy Yardu (with "Smite") - because she wanted to trigger the Darkness Cycle now, while the heroes had some useful interrupts instead of later, during the Refresh Phase. Surprisingly, she actually got one damage through! (Not that Yardu minded much, with his 9 Vitality.)

The battle during the Darkness Cycle was long and brutal, so I'll just summarise the heroes' successes and injuries (not necessarily in chronological order):
The Archer killed a Crawler and got hit by a Grubber. She dodged one Stalker attack and got hit by the second.
The Acolyte took two damage from the Soulless (no curse), despite her "Guardian Angel". Then Yardu wrecked havoc and hit her three times (the "Guardian Angel" reroll made it worse by adding one more damage than in the original roll). Apparently, he hadn't forgotten what she had done to his minions and Soulless earlier on. Yardu also rolled his "Sinner's Sorrow" special but thankfully, a Grubber was blocking his way and he couldn't move on to attack any of the other heroes.
The Soldier made it through the fight unharmed.

During the next Hero Cycle, the Acolyte boosted her Faith, and then eradicated the Soulless with a few powerful words from her Worn Prayer Book ("Blessings of the Dawn" for more Faith, "Angelic Word" with +1 damage for stationary movement). The Archer pierced a Crawler ("Through a Needle's Eye"), and then the enemies struck back once more.

The Archer lost one Vitality to a Crawler attack, and another to a Grubber. Later, she dodged the Stalker once ("Now You See Me"), but the second attack went through.
The Soldier benefited from an ineffectual Grubber attack - the much more efficient counterattack ("Blade Dance") left three Grubbers dead. The Mucker didn't like this at all and dealt her two damage. (I still hadn't remembered she had the Ring of Niria.)
The Acolyte lost her second-to-last Vitality to a Grubber, and then DIED in a Shambler attack.
No matter how furious the battle and how tragic the losses, if there is an opportunity to pick up a treasure, don't leave it behind, so the Archer picked up the Amulet of Courage and quickly killed another Crawler in passing ("Tumble").
Later, she put the Amulet around her neck and removed the Boots of Speed that were hurting her feet. She also upgraded her old Arrow Bag with the fancier Quiver that the Soldier had found and that would allow her to ready her Ammo a little more quickly.

During the next Hero Cycle, the Soldier picked up a Forsaken Tome, which wasn't of much use to our duo, but treasure hunting always had such an invigorating effect on the Soldier that she couldn't resist (that Veil of the Red Hand is nice).
The Archer, courageous enough to attack a Stalker even without the Amulet, got rid of the scorpion ("Kharon's Payment"). During the following Darkness Cycle, the Archer added another Grubber to her long list of trophies and then ran ("Circumvent"). The Soldier managed to "Disengage", and both heroes got away unscathed. She also killed another Grubber.

I'm not sure - my notes are a bit messy, and I was tired and losing focus during play at that stage - but I think I might have started the next Wave one round/Hero Cycle too early, but never mind, sometimes your enemies just arrive sooner than expected

Wave 8 Tally
Enemies encountered: 3 Shamblers (melee), 1 Soulless; Yardu; 3 Crawlers (melee), 1 Stalker; 3 Grubbers, 1 Mucker; plus 4 Grubbers and 1 Mucker that were left from Wave 7
Enemies killed: 9 minions, 3 captains (6 by Soldier, 5 by Archer, 1 by Acolyte)
Hero health: Soldier 5 (5 damage), Archer 3 (5 damage), Acolyte 0 (7 damage)
Items gained: Amulet of Courage, Forsaken Tome
Items equipped: Soldier: Shortsword, Ring of Niria, Veil of the Red Hand; Archer: Chain Mail, Amulet of Courage, Quiver
Wave cleared: mb

Start of Wave 8. (The enemies left more treasure behind than the heroes managed to pick up, so I used some green glass counters in addition to the treasure tokens.

Lots of battle action.

Dead Acolyte with the Grubber and Shamblers that took her last Vitality away, and Yardu.


Wave 9

I'm getting too lazy to write up Wave 9 in the same detail as the previous ones (I'd rather play something) so I'll make this short:

The Soldier and Archer fought bravely, but in the end the enemies were too numerous and too strong.
The Archer got bitten by a Crawler, made it through a Shambler attack unharmed, was injured by a Stalker and then by a Mucker, who - to add insult to injury - also knocked her prone.
The Soldier received damage from a Soulless and was hit with a curse. She defeated some Shamblers, but the Soulless' and Yardu's resurrection capabilities prevented some of them from staying defeated.

With so many different enemies on the tile, it didn't take long for the Darkness to activate again, and a ranged Crawler dealt the final blow to the Archer.

The Soldier was attacked by Crawlers, Grubbers and Shamblers, who all missed. A Mucker attack hit, however, and also knocked her prone. Then the Soulless left her barely alive, and she made it into the next Hero Cycle with a single Vitality. Putting on the Chain Mail she had inherited from the deceased Archer restored some of her strength and she managed to kill a few more Crawlers, despite her "cursed" status making it harder to fight well. In the end, she succumbed to a sequence of attacks by a Stalker (who had burrowed its way towards her) and a Mucker, and if that hadn't killed her, the Stalker poison would have done the job soon afterwards.

All three heroes were dead =>
THE END

Well, not entirely, there are a few more pictures:

At the start of Wave 9.

The last surviving hero, the Soldier, during her final battle.


Miscellaneous remarks

I love the game - the tactical card play and movement options, the heroes, the monsters. It has its rough edges and takes a lot of getting used to, but I've found it to be very rewarding.

Playing solo with three heroes wasn't too difficult, at least not initially. I didn't find handling 3 hands any more difficult than two. What I did find hard was keeping track of all the items the heroes had acquired during the game. It adds up, and with switching out old items for new ones, I forgot a few bonuses occasionally.

Definitely not a game to play with a headache or when I'm tired. It's a bit fiddly, with lots of different things to keep track of, and it's easy to mess up.

Slaughterfield is a good way of getting to know the heroes' decks and the behaviour, strengths and weaknesses of the different enemies. I don't mind that the heroes eventually get overrun and have very little chance to survive. It does get a bit tedious, especially in Waves 7 and up when you've got lots of different enemy types and ranks. The rules for order of activation, movement etc. aren't that difficult, but again, it's easy to get confused if you aren't paying attention 100%.

I think I'm done with Slaughterfield for now and ready to move on to other things, but I'll probably return to this game mode once I start learning new heroes or monsters.

Edit: I'll probably find a few more typos to correct. shake
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Paul Kelly
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Then she performed a "Last Rites" that she wasn't allowed to do, and defeated two Shamblers. Please don't tell the Ministry of Improper Use of Relics, she is just a beginner and a little over-eager. (I'm still having problems with some of the "Area of Effect" attack patterns.)


Enjoyable write up - have you seen the Quarter 2 patch http://megacongames.com/downloads/ which has a revised card for Last Rites showing it requires no Line of Sight, not sure if that will help or not with your apparent misuse of the card. (It is cunningly disgused as a Mercs Patch being mostly for Mercs Recon)
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Kathrin
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Khali wrote:
Enjoyable write up - have you seen the Quarter 2 patch http://megacongames.com/downloads/ which has a revised card for Last Rites showing it requires no Line of Sight, not sure if that will help or not with your apparent misuse of the card. (It is cunningly disgused as a Mercs Patch being mostly for Mercs Recon)

Thanks for the info, Paul.

Yes, I have seen the Patch, despite how well-hidden it is.
What I was mainly confused about is a) if the little arrow in the pattern that denotes the Acolyte's position had to be in a line of orthogonally arranged squares, and b)if the numbers in the pattern (the arms of the cross) had to be orthogonally adjacent to the T (target) square or if a diagonal arrangement would work.

From what I have learned since then (and I might be wrong), it seems that

a) The position of the Acolyte relative to the cross is flexible. She could be standing between the "2" and "3" square on the card illustration when performing "Last Rites", for example.

b) The cross pattern itself is more fixed, the numbered squares have to border on the T square with their sides. It can't be a cross connected via the corners.

 
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marble911 wrote:
Khali wrote:
Enjoyable write up - have you seen the Quarter 2 patch http://megacongames.com/downloads/ which has a revised card for Last Rites showing it requires no Line of Sight, not sure if that will help or not with your apparent misuse of the card. (It is cunningly disgused as a Mercs Patch being mostly for Mercs Recon)

Thanks for the info, Paul.

Yes, I have seen the Patch, despite how well-hidden it is.
What I was mainly confused about is a) if the little arrow in the pattern that denotes the Acolyte's position had to be in a line of orthogonally arranged squares, and b)if the numbers in the pattern (the arms of the cross) had to be orthogonally adjacent to the T (target) square or if a diagonal arrangement would work.

From what I have learned since then (and I might be wrong), it seems that

a) The position of the Acolyte relative to the cross is flexible. She could be standing between the "2" and "3" square on the card illustration when performing "Last Rites", for example.

b) The cross pattern itself is more fixed, the numbered squares have to border on the T square with their sides. It can't be a cross connected via the corners.



Your interpretation is correct - Acolyte needs to be within 4 squares of the target square, no LOS or specific alignment is required. The cross can be rotated any way you like, but the squares must be orthogonally attached to the target, and the numbers based on faith must be clockwise from where you decide #1 is.
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Khali wrote:
Quote:
Then she performed a "Last Rites" that she wasn't allowed to do, and defeated two Shamblers. Please don't tell the Ministry of Improper Use of Relics, she is just a beginner and a little over-eager. (I'm still having problems with some of the "Area of Effect" attack patterns.)


Enjoyable write up - have you seen the Quarter 2 patch http://megacongames.com/downloads/ which has a revised card for Last Rites showing it requires no Line of Sight, not sure if that will help or not with your apparent misuse of the card. (It is cunningly disgused as a Mercs Patch being mostly for Mercs Recon)


Thanks for that heads up! Man, that changes that spell SO much. Awesome!
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Tobias Loeffler
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Thank you for sharing this. I find Slaughterfield the most boring game mode and I think there is a reason, why MCG has removed / changed many - if not all - of the quest using Slaughterfield setups...

I agree, though, that is an excellent mode to get to know the game. There are no additional rules from quests / traps so you can focus 100% on the combat side of things and you get to know a lot of the different monsters and what makes them special.

I hope you don't mind me asking: Do you only play solo or do you also have a MYTH-group?

Again, thank you for taking the time to write this!
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Kathrin
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I guess once you've moved on to the other game modes, it is comparatively boring (though with an overactive imagination, those battles can still be pretty awesome ). But I found, and in some ways still find, the game difficult to learn and appreciate how a lot of the elements are left out in Slaughterfield so that I don't have to deal with everything at once. And the repetition helps a lot with getting used to some of the key elements.

So far, I've only played solo. I have a few friends that might be interested and who I think would enjoy the game, but I'm not sure I want to introduce them to it. I quite like having full control over 2 or 3 heroes and not having to discuss rules and strategy with others, being able to continue whenever I want etc. In any case, they'd most likely want me to teach them (rather than read the rules on their own), and before I feel comfortable doing that, I need to play a lot more.

Do you always play with a group, or solo as well?
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Tobias Loeffler
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Yeah, I have several groups I play with more or less regularly and I like to go to the local games club from time to time to spread the MYTH virus

I've never played solo (MYTH or any other boardgame for that matter), but I guess that all the time I spent with this game, making up new stories, creating new stuff, looking for minis to use, kind of counts as playing solo...
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nimmzwei wrote:
Thank you for sharing this. I find Slaughterfield the most boring game mode and I think there is a reason, why MCG has removed / changed many - if not all - of the quest using Slaughterfield setups...

I agree, though, that is an excellent mode to get to know the game. There are no additional rules from quests / traps so you can focus 100% on the combat side of things and you get to know a lot of the different monsters and what makes them special.

I hope you don't mind me asking: Do you only play solo or do you also have a MYTH-group?

Again, thank you for taking the time to write this!


I'm not fan of this mode either. It plays a lot like a space invader game in the old days in the arcade. There's always going to be more invaders just like there's always going to be more monsters on the edge of the tile. I think the Megaton folks just need some way to show just how good they are this game which is okay. It's fun to watch them but I don't particularly want to do it. It does seem to tax your skills to the breaking point if that's what you want.
 
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Kathrin
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nimmzwei wrote:
Yeah, I have several groups I play with more or less regularly and I like to go to the local games club from time to time to spread the MYTH virus

I've never played solo (MYTH or any other boardgame for that matter), but I guess that all the time I spent with this game, making up new stories, creating new stuff, looking for minis to use, kind of counts as playing solo...

Happy virus spreading!

Lots of potential to have fun beyond playing, yeah. And judging from the amount of custom content you have created, and the extra stuff you have outfitted your game with, you seem to be getting plenty of fun out of it, with your groups and "solo".

carbon_dragon wrote:
I'm not fan of this mode either. It plays a lot like a space invader game in the old days in the arcade. There's always going to be more invaders just like there's always going to be more monsters on the edge of the tile. I think the Megaton folks just need some way to show just how good they are this game which is okay. It's fun to watch them but I don't particularly want to do it. It does seem to tax your skills to the breaking point if that's what you want.

I may have watched too much Star Trek, but what it makes me think of is a holodeck with a battle simulation, to train for real combat. The monsters have to get more and stronger so that the trainees can learn where their limits are, and then expand them.

Trying to see if I can make it into Wave 10, or even beat it, does have a certain attraction.
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Tobias Loeffler
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marble911 wrote:

And judging from the amount of custom content you have created, and the extra stuff you have outfitted your game with, you seem to be getting plenty of fun out of it, with your groups and "solo".


You bet!

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