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Duel of Ages II» Forums » Play By Forum

Subject: PBF #4 Jump Quad rss

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Colin Thomas
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Looking forward to watching this!
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Denise Lavely
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paedia wrote:
Looking forward to watching this!


Ditto!
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Nathaniel GOUSSET
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Can we get a rapid presentation of the team character ? at least their role
 
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Michael Mesich
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lol!

Sorry, I guess I forgot to subscribe to this thread!

I've been wondering what the holdup was... whistle

I'll get on this today.
 
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Michael Mesich
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Cocteau wrote:
I've been wondering as well! I was about to award myself a Lith Achievment for patiencelaugh


You've already done a great job of maximizing your natural Lith advantage in this setup.

soblue
 
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Nathaniel GOUSSET
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White BAse and Adventure are allowed to be setup not facing a plater ?
 
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Michael Mesich
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IKerensky wrote:
White BAse and Adventure are allowed to be setup not facing a plater ?


There are two more platters coming in from that side.

Check out the Jump Quad scenario in the Master book.

I've chosen my platter and the random one (*grumble*). Just need to finalize the key decisions.
 
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Michael Mesich
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Okay, here we go!



There's my half of the board. Please look it over as I'm known to be a little dyslexic when it comes to placement.

Team Black

Spartacus - The Gladiator
Can use two Melee cards in the same Melee, as two separate attacks against the same or different targets. The natural melee attack cannot be used this way.


Frostdancer - The Graceful Warrior
Only one enemy can attack Frostdancer in a Melee phase. The enemy chooses the attacker. Cannot enter her own team base. Cannot end Move in the same space as an allied character.


Genghis Khan - The Tyrant
Mental ability. Enemies within 3 aura suffer -1 Wits, React, Hit, and Power. The Power penalty applies to all weapons.


York - The Foot
Gains +2 Hit during the Fire phase.


Sandman - The Urban Legend
Move cost 0 in Building, 1 in Rough. On a melee hit, don’t check damage.

Challenge Intellect vs. Intellect (Creatures use Wits):
– Amaze = imprisoned (Creatures are killed)
– Squeak/Pass = target takes 2 damage, drops all cards and is banished.
– Fail = target takes 1 damage.
– Fopp = no effect.

Cannot use Transports, Armor or Pets.


Agent 911 - The Bumbling Idiot
On all Hit attempts against 911, check Luck:

– 0 or 1: Enemy hits himself. Make a Damage challenge against his own Armor.
– 3 or 7: Resolve attack normally.
– All else: Attack misses.

On a Hit or Adventure by Agent 911,
check Luck. A 7 is an automatic Amaze.


Jack Hammer - The Lone Wolf
If Jack moves only one space in his Move phase, he can take one shot with a ranged weapon after OpFire is complete, as if it were the Fire phase.


Zoe Burroughs - The Mole
Mole. While a mole: Cannot be attacked. Can move through enemies without stopping. Can freely enter the enemy base. At start of Melee, can target one enemy character in her space. Challenge Zoë’s Intellect vs. theirs:

– Fopp, Fail: Discovered! Loses mole status.
– Squeak, Pass: Steals 1 card. Remains a mole.
– Amaze: Steals 2 cards. Remains a mole.

If still a mole, Zoë's first Hit or enemy base adventure gains a +6 bonus. She loses mole status afterward.


Ace Cannon - The Quarterback
+3 Range with Thrown, Grenade.


Dr. Marla Ulf - The Physicist
Ulf is only one character who is duplicated. When entering map, place 3 Ulfs in the Dome. Keep the other 3 off-map. Cards for all Ulfs are placed in one set, with a 4 card limit. Only one Ulf can use an item in a turn. Ulfs cannot increase max Health. If one is damaged, imprisoned, or switches sides, it is removed. If only one Ulf remains, that Ulf can be killed, imprisoned or switch sides. On an Amaze Adventure by any Ulf, a new Ulf appears at the HQ. Max 6 Ulfs.


Suva of Orian - The Honorable Alien
Natural Electrical Damper. On a melee Hit with a Luck of 5, and if the attack causes damage, the target is killed instantly. This is true only if Suva is using his natural melee attack.


Zera Kail - The Sharpshooter
With all Aim weapons:
– Gain +2 Hit and +1 Damage against Creatures.
– Increase Range by 4.


I've taken my cards.

I propose that duplicates in hidden cards are fine, but if an opponents card is revealed and not in hand, that we go through the deck and find it and place it in the opponents appropriate space and then shuffle the deck. I find this more helpful than keeping notes.

I would like to also do the same with Labyrinth's. The challenger reveals and then the opponent finds and either keeps it on top or discards it if the challenge was successful.

Sound good?

Your deployment is next, I believe.
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Josh Koehn
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Why did you place the modern labyrinth so far away in Olympus when your team is mostly modern? especially with sandman on your team shouldn't you have placed it where you placed the ancient labyrinth?
 
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Michael Mesich
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Cocteau wrote:
Team Black deploys first I believe - Master Compendium pg 20

"Distance and Double Distance

Team Black places its characters ...

Once Tean Black is done, Team White places characters."

Tough Map!

Re: revealed cards, labyrinth Guardians - I agree.

This didn't really occur in my last PBF, but due to the format, we will be doing our Melee draws out of Wits order.ie say it's my turn and White has Wits 5, Black has Wits 7 - I do resolve Melee (in spoiler caption). Say on Black's Melee White is killed, so my Melee is now defunct, should Challenge cards be discarded or shuffled back into the deck? I suggest shuffle back in. Hope that rambling makes sense!


Ah! Okay. I'll put some thought into my deployments.

I didn't really like the flow of the way you guys handled combat.

On PBF#2 we sorted by Wits and simply took turns resolving combat in Wits order. I don't think there's a benefit to trying to rush the combat phase. We should SAVOR the game and take it slow!

The Challenge Decks should churn exactly as they would in a F2F game. There should be no shuffling back in required.

 
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Michael Mesich
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Ugh, I hate this part.

Rush on the Modern Labyrinth!

 
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Michael Mesich
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DuelistofAges wrote:
Why did you place the modern labyrinth so far away in Olympus when your team is mostly modern? especially with sandman on your team shouldn't you have placed it where you placed the ancient labyrinth?


Are you perhaps mistaking this for Dome Entry? Jump Quad uses distance deployment and, as you can see, most of my peeps are raiding it.

Are you maybe thinking that I'm starting on Colossus? I enter on Olympus.
 
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Michael Mesich
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(Mainly for my benefit...)

Team White

Jade - The Unicorn
Can carry but not use cards except Lith cards. Move cost 7 through Building, Swamp. Move cost 3 through Woods, Rough.


Kassina The Dragon Queen
Normally, Kassina is in human form. Use the left ratings. Free Action: Discard one card to become the dragon until the beginning of her next turn. While Dragon: Use right ratings. Can fly. Cannot use cards. Breath attack using Point rating.


Ronin Sajiro - The Samurai
Gains an additional +1 on Ancient adventures. Ritual suicide. If Sajiro Fopps an Adventure, he loses 1 Health, drops all cards, and is banished. Ignore the normal Fopp results.


Roaringrock - The Beast King
At start of Melee, remove all unleashed enemy Pets in ‘Rock’s space and give the cards to ‘Rock. At start of Melee, enemies in ‘Rock’s space must give all revealed Pet and Mount cards to ‘Rock."


Illinth - The Growing Threat
Begin at 3 Health. Cannot use Pets or Mounts. Pain Feeder. Each time any enemy or ally (not Illinth) within 5 aura takes damage, Illinth heals 1 Health. Cannot heal in any other way. STAR skills equal current Health. ARROW skills equal 10 minus current Health."


Princess Sunglow - The Dainty Princess
Enemies must subtract their Honor from Hit attempts against Sunglow.
Mental Ability. Instead of attacking in melee, can target an enemy character in the space. Discard one card. Draw for Luck. If Luck is less than the enemy's Respect, he switches sides. On Adventures, check Luck. On 5, Sunglow automatically Amazes.


Geronimo - The War Chief
Enemies cannot OpFire at Geronimo in a space containing Woods, Swamp, or Rough. Can trade only with Colonial allies.


Pvt. Sanchez - The Sniper
With Aim weapons, Sanchez can take a -2 Hit penalty to gain +1 Damage rating. Decide before attempting each Hit.


Hamid Al-Duri - The Survivor
Move cost 1 through Rough. Leave killed character markers on the map. When Hamid enters a marker space, he draws one Common card per marker.
Remove the marker afterward.


Zane Starblazer - The Boy Wonder
Before entering the game, choose one of the following permanent effects:
– Powerflex. Strength becomes 9 and Power 6.
– Vortex Shield. Armor becomes 8.
– Exoflash. Speed becomes 8.

– Omnitrack. Aim, Point and Throw become 9.


Leapgrip - The Honorbound
Chameleonic. Gains +3 Stealth for all purposes. Can use Ranged cards only against characters with a revealed Ranged card, and Melee cards only against characters with a revealed Melee card. Can freely attack henchmen and creatures.


Marcus Aurus - The Genetic Superhuman
Cannot end Move in a space with an allied character. Cannot enter his team base. Ignores allied mental abilities.



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Michael Mesich
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Cocteau wrote:
Q? Kassina - discard one card - doesnt specify so I assume this could be a revealed card or unrevealed card?


Yes!

Cocteau wrote:
Zane Starblazer chooses .... Omnitrack!


I don't like the enthusiasm you've given this! surprise

Cocteau wrote:
Heading out now (to my game group , will have my move up tonight.


Please post your deployment too before your turn starts.

I will grant that you can assume no OpFire for your first turn. (Though I reserve the right to be wrong! )
 
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Nathaniel GOUSSET
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Thanks for the quality of the updates. I am a happy lurker
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Michael Mesich
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I have no idea why those base-wreckers are held in such high respect!

Pests, I say!

Vault cards:


 
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Michael Mesich
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Turn 1 - Team Black

Free Actions

No free actions.

Fire

No Fire.

Move

The two Ulfs and Agent 911 double-up the first line of Modern Labyrinth Adventures. Jack Hammer moves in deeper.



Zoe and Frostdancer navigate the path down from the plateau, Spartacus skirts the Cliffside, Marla and York converge in the rough.



Opfire

Unlikely as Team white are all in Domes or on the other side of the Black HQ.

Melee

No melee.

Adventure

First adventurer will be Agent 911 on the Modern Path of Glory.

Modern Labyrinth - Aliens in the Back Yard - 6 Honor
They come in peace, and only wish to enfold your cranium in their tentacles in greeting.

Agent 911 - 7 Honor + 1 Age Bonus + 1 Strange Times Setting Bonus = 9 vs 6 - Attacker better by 3. Challenge Card: 31 (Luck 3 no auto-amaze) - A 0-3 Pass.

It's a little sticky and a little gooey, but you make them feel welcome.

Advance marker, Draws one secret card. Dismissed: Card 34 Green. Goes to dome south of Olympus.

Genghis Kahn challenges the second guardian along the Modern Path of Glory.

Modern Labyrinth - Kung Fu Punks! - 4 Melee
They are jumping around a lot, but you doubt they should be wearing black belts.

Ghenghis Kahn - 6 Melee vs 4 - Attacker better by 2. Challenge Card - 30 - A 0-2 Pass.

Punks down!

Advance marker Modern Path of Glory Complete! Modern +1 on Adventures, Genghis draws one common card, dismissed: card 65 Blue, no blue domes, so dismisses to green dome north of the Alamo.

Dr. Ulf on the Path of Prestige challenges next.

Modern Labyrinth - Cross Examination - 6 Wits
By the toughest lawyer in the state. She has you in the stand, and she's out for blood...

Dr. Marla Ulf - 7 Wits vs 6 - Attacker better by 1. Challenge Card - 99 A 1-5 Pass.

You're a rock.

Advance Marker, Marla draws a common card, dismissed - card 79 Blue, no blue domes, so dismisses to gray dome closest to the Modern Labyrinth.

Suva attempts to further the Modern Path of Prestige.

Modern Labyrinth - Under the Bright Lights - 7 Respect
Do you have what it takes to be a star?

Suva Respect 6 vs 7 - Defender better by 1. Challenge Card 92(!) - D 1 Amaze

You become a household name - even in Nepal.

Advance marker Modern Path of Prestige Complete - Modern +1 Speed, instead of 2 cards, Suva draws one elite card, dismissed - card 41 red, goes to red dome south of Olympus, first honor bonus - card 60 - Draw two common cards for your vault (great! shake), second honor bonus - card 84 - Draw one elite card.

Dr. Marla Ulf takes on the Path of War.

Modern Labyrinth - Seed Money - Pay 2 cards
Making money takes money.

Ugh. Marla pays one common (Assault Shotgun #274) and one secret card (Anti-cube #110).

She is not modern. Advance marker, dismissed - card 39 green, no green domes, goes to gray nearest future labyrinth, honor bonus - card 06 - One enemy of your choice must reveal one card. I choose Leapgrip

I'm not sure it was worth paying it.

Finally, Jack Hammer attempts to complete the Path of War.

Modern Labyrinth - Stalag Breakour - 5 Stealth
Evade a forest full of Nazis...

Jack Hammer - 4 Stealth + 1 Age Bonus + 1 Adventure Bonus = 6 vs 5 - Attacker better by 1. Challenge Card 86 A 0-3 Pass.

Twenty days later, you see the cliffs of Dover...

Advance marker Modern Path of War complete! - Modern +1 Hit, Jack Hammer draws one common card, dismissed - card 17 gary - goes to last gray dome between Crags and Colossus.

Whew ... I think that's it. What a crazy successful turn one for both of us!

Team Black Card Status
Vault - Two Common
Genghis Kahn - Two Common
Sandman - Two Secret
Zoe Burroghs - Two Secret, One Common
Agent 911 - Two Secret, One Common
Jack Hammer - Two Common
Suva of Orian - Two Elite
Zera Kail - One Common, One Secret

Spectator Spoilers
Spoiler (click to reveal)
Vault - Two Common
Spoiler (click to reveal)
Roman Gladius, Wall Gun

Genghis Kahn - Two Common
Spoiler (click to reveal)
Stiletto Knife, Starlit Shreds

Sandman - Two Secret
Spoiler (click to reveal)
Defensive Frag Grenades, Lith - I Have Friends

Zoe Burroghs - Two Secret, One Common
Spoiler (click to reveal)
T67 Spatterboy, Lith - Secret Research, Lawn Darts

Agent 911 - Two Secret, One Common
Spoiler (click to reveal)
Shardpoints, Lance, Nageyari

Jack Hammer - Two Common
Spoiler (click to reveal)
First Aid Kit, Med Pack

Suva of Orian - Two Elite
Spoiler (click to reveal)
60mm Mortar, Branding Iron

Zera Kail - One Common, One Secret
Spoiler (click to reveal)
Truce Cube, Firespores


State of the Board



Let me know if you need better detail.
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Michael Mesich
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Zoe plays it cool, no OpFire.

Regarding Jade ...

Master's Guide - Page 18
Quote:
No fake adventuring

You cannot challenge base adventures unless it is
meaningful to do so. You cannot attempt to heal at the Vortex
unless you are wounded.
or destroy/repair a site if it is
already destroyed or repaired. You cannot attempt to steal
from the Vault if it contains no cards.


FYI.
 
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Michael Mesich
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I'm not in any hurry, holidays or no.

Are you done with your turn? I've been waiting for an explicit statement before starting mine.
 
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Michael Mesich
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Turn 2 - Team Black

Free Actions

No free actions.

Fire

No Fire.

Move

Genghis Khan skirts the edges towards the Ancient Labyrinth.



Frostdancer and Spartacus take up positions outside the White HQ while Zoe enters and smiles and joins the Unicorn in the Vortex Chamber.

York and his Ulf head for the Crags.

Suva and Agent 911 (+1 Move) head up the nearest plateau.

Jake Hammer and his two Ulf cautiously work their way across the barren Crags.



Modern Labyrinth cleared, Sandman and Ace meet up in the surrounding rough (Both +1 Move) and Zera makes her way through close behind.



OpFire

???
 
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Michael Mesich
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Melee

No melee.

Adventure

Frostdancer tries to sneak in through the Main Gate of the White HQ.
Stealth 8 vs HQ 7 = Attacker better by 1. Challenge Card: 85 A 0-2 Pass. Frostdancer enters.

Spartacus tries to impress his way through the High Gate of the White HQ.
Respect 5 vs HQ 7 = Defender better by 2. Challenge Card: 66 D 1-5 Fail. Spartacus kicks the dirt and remains outside.

End of Turn 2

 
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Michael Mesich
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Turn 3 - Team Black

TRUCE CUBE ACTIVE

Free Actions

Sandman gives a Secret Card to Ace Cannon.
Agent 911 give a Secret Card to Suva of Orian.

Fire

Truce Cube - No Fire.

Move

Sandman and Ace Cannon make their way into the Domes area between the Olympus and the Alamo. Zera for once curses the brambles slowing her down.

Frostdancer moves into the White Vault. Zoe and Spartacus hold their positions.



Genghis Kahn moves into the Ancient Path of Prestige.



York and his Ulf traverse the canyon.

Suva and Agent 911 cross the plateau.

The Ulf Duo climb the nearest plateau.



OpFire

Presumably none due to the Truce Cube.

Melee

No melee.

Adventure

Spartacus tries to impress the High Gate.
Spartacus Respect 5 vs 7 = Defender better by 2. Challenge Card 64 D 2 Squeek and he's in!

Frostdancer tries her hand at the Vault mechanisms.
Frostdancer Wits 8 vs 5 = Attacker better by 3. Challenge Card 63 A 3-9 Amaze, Frostdancer takes the 2 White Vault cards and is dismissed to Card 87 Yellow - goes north of the Alamo.

Zoe tries to destroy the Vortex!
Zoe Honor 3 + 6 Mole Bonus = 9 vs 5 = Attacker better by 4. Challenge Card 44 A 1-5 Pass. Vortex is destroyed! Team White cannot gain or increase max health in any way. Zoe is dismissed, card 40 Red - no reds left so she goes to gray south of Black HQ.

Ghenghis Kahn takes on the Ancient Path of Prestige.
Ancient Labyrinth - Trebuchet Duel - 6 Aim
Your big rock-slinging siege machine versus that of the enemy...

Genghis Aim 3 + 1 Age Bonus + 1 Epic Heroes Bonus = 5 vs 6 - Defender better by 1. Challenge Card 81 - D 1 Amaze. Advance Marker, Genghis chooses to take 1 elite card instead of two common, Dismissed: Card 15 - Gray - goes to the domes south of the Black HQ.



END OF TURN 3

I'm starting to worry about the rest of the game as the successes are coming fast and furious this game. Usually I'm quite stymied still at this point. The good cards will run out eventually.
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Michael Mesich
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Ronin is banished to Card 75 - Blue - Send to the southern crags!

Turn 4 - Team Black

Free Actions

No free actions.

Fire

Enraged seeing the traitor Jack Hammer duck into the cavern and unable to raise arms and simply unable to strike out at the lovely Princess, Agent 911 reveals a satchel of Nageyari (Japanese throwing darts) and hurls one at the Dragon Queen!

Agent 911 Throw 3 + 1 Modern Path of War Bonus = 4 vs Kassina Stealth 3 = Attacker better by 0. Card 09(!) - A 0-9 FOPP (Luck 0). Apparently Agent 911 stumbles and drops the entire supply of darts into the river running the canyon below. Nageyari card discarded.

Disgusted, Suva reveals her satchel of Shardpoints and slings one at Kassina.
Suva Throw 4 + 1 Age Bonus = 5 vs Kassina Stealth 3 = Attacker better by 2. Card 55 A 1-5 Hit. Power 4 vs Armor 2 = Attacker better by 2. Card 28 A 1-5 -2 = 0 Damage.

*sigh*

Ace Cannon reveals Defensive Frag Grenades and throws one over the Alamo wall in the direction of Jade (Ace gets +3 range with grenades for range of 5)!
Ace Throw 9 + 1 Modern Path of War + 1 Age Bonus +1 Grenade affinity vs Jade Stealth 2 + 2 for being on the other side of a building space = 12 vs 4 = Attacker better by 8. Card 53 A 4-9 Amaze Hit. Power 7 vs Armor 3 = Attacker better by 4. Card 32 A 0-4 +0. Jade takes 3 damage.

Move

York and the Three Ulfs converge and retreat a space to the north.

Genghis Kahn traverses the Crags.

Zoe makes her way through the backwaters towards the Future Labyrinth.



Spartacus moves to the White HQ Prison.

Zera beats a trail to the White HQ High Gate.

Sandman moves towards and then INTO the Alamo and almost instantaneously appears fully on the other side and jumps out at Illinth.

Frostdancer steels herself and charges the enemy Unicorn.



*** PAUSE FOR OPFIRE ***
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Now that Thanksgiving is over, I will allow my mind to revisit this travesty that sucked the wind out of my sail!

You need to specify WHERE you OpFire Sandman as he needs to leave a corpse marker there for Hamid.

Upon death, Sandman reveals his Secret card "I Have Friends - If the owner of this secret is killed (not imprisoned), draw a new character and give that character a henchman. Place both at your HQ"

Ned Kelly with a Common Card and Tong Assassin appear at the Black HQ.

Melee

Frostdance vs Jade - Frostdancer's Wits 8 beat Jade's Wits 3.

Frostdancer Combat 9 vs Jade React 3 = Attacker better by 6. Card 43 A 5-9 Amaze. Frostdancer Power 4 vs Jade Armor 3 = Attacker better by 1. Card 33 A 1-5 Hit. Jade takes 2 points of damage.

*Pause for Jade's counter-attack (if any... )*
 
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