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Darkest Night (First edition)» Forums » Sessions

Subject: AAR #3 Part 1 - Full Game with Beta Test Kit rss

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INITIAL SETUP

* Rule Set: 0.46 (Beta test kit) - no optional rules used
* Players: 4

Characters
* Rogue (B): Contacts (Exhaust at any time for +1S)
Vanish (Elude w/ 2d; Gain +1S on 2 successes)
Eavesdrop (Spend 1S to search w/ 2d)

* Knight (P): Oath of Purging (When active, +2d when attacking Blights; Destroy Blight for +1G)
Charge (Fight with 2d)
Sprint (Elude with 2d)

* Scholar (C): Preparation (Exhaust after any die roll for a re-roll)
Foresight (Elude with 2d)
Thoroughness (On successful search, draw extra card and discard 1)

* Acolyte (J): False Life (Exhaust while not at Monastery for +1G up to default)
Final Rest (Fight with 2d or 3d; if any roll = 1, then -1G)
Dark Veil (Exhaust at any time to ignore Blights' effects until next turn
OR Exhaust after failed attack on Blight to ignore its Defense)

Blights
* Mountains (M): Shades
* Castle (C): Dark Fog (aw, rats.)
* Village (V): Zombies
* Swamp (S): Curse (Ouch...lose Grace when you enter or when you lose an attack.)
* Forest (F): Desecration (Yikes! Gotta get on this ASAP!)
* Ruins (R): Spies


TURN 1

Start Phase skipped – Nobody had powers yet which would affect another character during the Start Phase.
Event Phase skipped – Characters start in the Monastery, so no Event cards are drawn per Rule 11.1.

Knight (KN) (+ Monastery): Action Phase = Move to Forest (F) (+1S, at max. already)
End Phase = No effects (Blight has no direct effect on character)

Acolyte (AC) (+ Monastery): Action Phase = Move to Village (V) (+1S, at max. already)
End Phase = Eluded Zombies

Scholar (SC) (+ Monastery): Move to Forest (F) (+1S, at max. already)
End Phase = No effects (Blight has no direct effect on character)

Rogue (RG) (+ Monastery): Action Phase = Move to Village (V) (+1S, at max. already)
End Phase = Zombies eluded using Vanish

Necromancer (NM) (C): Darkness = +2 (moves to 2 due to Desecration in Forest)
Movement = Stays at Castle (C) (no characters detected)
Blight = Curse (Castle now has 2 Blights)
TURN 2

Strategy – We need to get rid of the Desecration immediately, so the KN will attempt this and the SC will follow to Search. The AC has a reasonable shot of getting rid of the Zombies in the Village, so she will try this and the RG will follow with a Search.

N.B. – Unless actions are required during the Start Phase, these will be omitted for brevity.
Unless Blight affects character during End Phase (Spies, Skeleton, etc.), End Phase will be omitted.

AC (V): E – Looters (Eluded)
A – Attacked Zombies Blight with Final Rest (3d) = Success

KN (F): E – Ghoul (Eluded using Sprint)
A – Attacked Desecration Blight with Charge (2d) = Success

SC (V): E – Tracker (Eluded with Foresight)
A – Search with Thoroughness = Chest > Ancient Charm (applies immediately to Forest)

RG (F): E – Sloppy Search (-1S = 6)
A – Search with Eavesdrop + Contacts (no S loss) = Chest > Shadow Cloak (Elude +1d)

NM (V): D – +1 = 3
M – Stays in C (no detection)
B – Lich (C = 3 Blights! Yikes!)

Post-Turn Analysis – Both Desecration and Zombies were removed—Desecration was the essential one. So far, two Blights have been destroyed and two have been added. Search results were good, especially for the RG, who now Eludes with 3d. Not a bad start. Very soon, we'll need to address the Castle's Blights.

TURN 3

KN (F): E – Ancient Charm > Dead Servant / Scout (Elude = Fail, -1S = 5)
A – Move to V (+1S = already at 5)

SC (F): E – Ancient Charm > Dark Champion / Ghoul (Elude with Foresight = Success)
A – Search with Thoroughness = Fail, used Preparation re-roll = Success = KEY

RG (V): E – Dead Servant / Scout (Elude = 2x Success, +1S = 7 due to Vanish)
A – Move to R
E – Spies (-1S = 6)

AC (V): E – Cultist (Fight with Final Rest (3d) = Success, -1 Darkness = 2)
A – Move to Castle (+1S = at max.)
E – Curse (-1G = 2)

NM (C): D – +1 = 3
M – Move to M (no detection)
B – Zombies (M = 2 Blights)
TURN 4

AC (C): E – Skeleton (Fight with Final Rest (2d) = Success)
A – Attack Lich Blight with Final Rest (3d) = Fail (-2G = 1, Wound + Rolled 1 with F. R.)
E – Lich attacks (exhausted Dark Veil to ignore Lich and False Life for +1G = 2)

KN (V): E – Dead Servant / Scout (Elude = Fail, -1S = 4)
A = Activate Oath of Purging

SC (F): E – Ancient Charm > Unfriendly Eyes (-1S = 5)
A – Move to V (+1S = max for move)

RG (R): E – Demon / Flying (Elude = 2x Success, +1S = 7 due to Vanish)
A – Search with Eavesdrop (-1S = 6) = Fail
E – Spies (-1S = 5)

NM (F): D – +1 = 4
M – Move to V (detected KN)
B – Dark Fog (Aw, man...now both locations with good Search rolls have penalties.)

Post-Turn Analysis – Ouch! That turn really hurt the AC. She'll have to be careful now—one bad roll with Final Rest and it's HER final rest! Dark Fog in the Village really messes with our Search plan.

TURN 5

AC (C): E – Demon / Flying (Elude = Fail, -1S = 6)
A – Hide / refresh 2 cards
E – Lich attacks (Fight with Final Rest (3d) = Fail, -2G = 0, Wound + Rolled 1 with F. R.)
(Exhaust False Life for +1G = 1)

KN (V): S – NM present (-1S = 3)
E – Renewal > Tracker (Fail, -2S = 1)
A – Move to C (+1S = 2)
E – Curse (-1G = 4); Lich attacks (Fight with Charge (2d) = Success / no damage)

SC (V): S – NM present (-1S = 4)
E – Zombie (Elude with Foresight = Success)
A – Move to S (+1S = 5)
E – Curse (-1G = 3)

RG (R): S – Horde / Small (Elude with Vanish + Shadow Cloak = 2x Success, +1S = 6)
E – Search with Eavesdrop (-1S = 5) = Success = KEY (2)
A – Spies (-1S = 4)

NM (F): D – +1 = 5
M – Move to R (no detection)
B – Zombies (R = 2 Blights)

Post-Turn Analysis – Oh, boy! The AC is barely holding out. Even so, we found Key #2!
TURN 6

SC (S): E – Betrayal (-1S = 4)
A – Search with Thoroughness = Fail

KN (C): E – Anathema (-1G = 3)
A – Attack Lich Blight (Fight with Charge + Oath (4d) = Fail, -1G = 2)
E – Lich attacks (Fight with Charge (2d) = Fail, -1G = 1)

AC (C): E – Midnight (+1 Darkness = 6)
A – Attack Lich Blight with Final Rest (3d) = Success

RG (R): S – NM present (-1S = 3)
E – Shadow (Elude with Vanish + Shadow Cloak = 2x Success, +1S = 4)
A – Move to F (+1S = 5)
E – Curse (-1G = 2)

NM (V): D – +1 = 7
M – Move to F (no detection)
B – Corruption (F = 1 Blight)

Post-Turn Analysis – Well, we finally got rid of that Lich, but it took everything we had. The NM follows the RG inadvertently, so he won't gain back as much Secrecy as we'd like.

TURN 7

SC (S): E – Horde / Small (Elude with Foresight = Success)
A – Hide / refresh powers (+1S = 5)

RG (F): S – NM present (-1S = 4)
E - Ancient Charm > Zombies (Elude with Vanish + Shadow Cloak = 2x Success, +1S = 5)
A – Search with Eavesdrop (2d, -1S = 4) = Fail

KN (C): E – Renewal / Midnight (+1 Darkness = 8)
A – Attack D. F. Blight (Fight with Charge + Oath (4d) = Success, +1G = 2, deactivate Oath)

AC (C): E – Anathema (-1G = 0 – DEAD, no powers available! +1 Darkness = 9)

NM (F): D – +1 = 10 (+1 Blight created if area devoid of Blights)
M – Move to R (no detection)
B – Spies (R = 3 Blights, 2 Spies)

Post-Turn Analysis – I'm speechless. We finally take down the Lich and the AC dies due to a poorly-timed Event draw. AC player will restart as a Druid (DR). With 2x Spies in the Ruins, it's gonna be tough to stay there very long with attracting the NM, which will cause a 4th Blight. This is getting serious.
TURN 8

DR (+): S – Character starts with -1G and -1S for defaults and only 2 powers:
Animal Companion (Fight with 2d; exhaust if you fail)
Sprite Form (Deactivate all forms, optionally activate;
ignore Blights' effects unless NM present, you cannot gain G)
(All other Phases skipped per [7.1.2] Death of a Hero.)

KN (C): E – Ghoul (Elude with Sprint = Success)
A – Search = Fail

RG (F): E – Ancient Charm > Horde / Small (Elude with Vanish + S. C. = 2x Success, +1S = 5)
A – Search with Eavesdrop (-1S = 4) = Success = Supply Cache > Ambush

SC (S): E – Looters (Elude with Foresight = Fail; exhaust Preparation = Success, +1S = 6)
A – Search with Thoroughness = Success = Epiphany > Research Materials

NM (R): D – +1 = 11
M – Move to S (no detection)
B – Skeletons (S = 2 Blights)

Post-Turn Analysis – DR enters game at Monastery, but cannot take any actions yet. KN attempts to find an extra power and fails—that could've been helpful. RG gets a very helpful power, as he can now attack with 3d, assuming he has the Secrecy to do so. SC also finds a helpful power, as he can now roll 2d for Searches.

TUNR 9

DR (+): E – (none; still in Monastery)
A – Activate Sprite Form

KN (C): E – Tracker (Attack with Charge (2d) = Success, -1S = 1)
A – Search = Success > Waystone

SC (S): S – NM present (-1S = 5)
E – Dead Servant / Scout (Elude with Foresight = Success)
A – Search with Thoroughness + Research Materials = Fail
E – Skeletons attack (Elude with Foresight = Success)

RG (F): E – Ancient Charm > Demon / Fearful (Fight with Ambush (-1S = 3) = Success)
A – Search with Eavesdrop (-1S = 2) = Success = Supply Cache > Diversion

NM (S): D – +1 = 12
M – Move to R (no detection)
B – Desecration (R = 4 Blights!)

Post-Turn Analysis – The Blights are starting to pile up, especially in the Ruins, and one of them is Desecration—not good! DR prepares for further action. KN finds a Waystone which he could use to get to the Ruins and tackle the Blights there. However, with low Secrecy, the NM will just drop another one there. RG finds another very helpful power, but it also relies on spending Secrecy, and he's doesn't have lots of it.
 
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