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Tuesday, December 21, 2010
Death Angel Combat Teams
Thursday, December 9, 2010
A Digression in Praise of Digressions!
With apologies to Jonathan Swift.
Desktop Dungeons is a (currently) freeware "adventure" game that essentially combines the brutality of nethack with the casual fun of minesweeper. Give it a shot. There's a lot of math involved, so you've been warned.
To win one must simply kill the level 10 monster on the map. The map is always a 25x25 grid randomly generated and populated with various monsters. The easiest monsters to kill are the character's level or below. However, the lower the monster level the fewer experience points the kill is worth. Killing high-level monsters will advance a character quicker, allowing them to keep more low-level critters around for power-leveling later.
Here's the math: the grid is largely hidden at the start of any game, and the character only regenerates health and mana (magic points, whatever. . .) when exploring. So the player must balance exploration to find low-enough level monsters to level up, while only revealing as much is necessary to win. Sometimes a game is lost because there isn't anywhere left to explore, ending regeneration before the player is ready to solo the "boss".
It's easier the first time. The game keeps the math in the player's favor until they win a game. Then things get more difficult.
The game has at first four basic character classes, the iconic fighter, thief, priest, and wizard. Winning the game with any of the classes will unlock a "tier 2" class related to the primary class. For instance, winning the game with a fighter unlocks the berserker. Similarly, winning with the berserker unlocks the warlord, a "tier 3" related class. There are also several extra classes to unlock through advanced play.
There are five races available at the start of the game, with two more available for unlock. The various races can consume spell runes (or glyphs as the game calls them) for bonuses. Humans consume runes for attack power, dwarves for health, elves for mana points, halflings for health potions, and gnomes for mana potions. The hidden races for player are the goblin, who eats spells for cashmonies, and the orc, who eats spells for experience points.
The races are pretty well balanced, but the various classes play better with certain races, and sometimes in certain challenge dungeons.
I really just want to talk about the 18 available classes today.
Fighter: The basic warrior class. The fighter's special benefits include an extra experience point per kill, a monster-sense which shows all monsters of the character's level and lower, and protection from the first killing blow. So the fighter gets the most mileage out of the lower-level monsters because of his extra experience, and his protection from killing blow gives him essentially one free attack on a monster who would kill him. I often use it on the final boss, saving it for the last. I like playing as the fighter, but it can be a little frustrating at times. Sometimes I try to ignore my monster sense and kill higher-level monsters, but I often find myself exploring toward weaker prey. The great thing about the fighter is that there's no reason not to use magic, it's just that he doesn't use it especially well. He can still toss fireballs around providing he can find the fireball spell in the dungeon early enough (more on that later). For all the good stuff here, the fighter is still ultimately boring to play.
Best races: Orcs combo with bonus experience, but I prefer dwarves and halflings for either bonus health or bonus health potions, which always seem to come in handy.
Overall rating: 2.5
Thief: The thief is awesome. His benefits include a 30% bonus to his first time attacking any given beastie, bonus gold and shops in the dungeon, and the mother of all benefits: when the thief uses a mana or health potion, he gets some regeneration to both health and mana. So his potions do double-duty. This is absolutely huge. To maximize the bonus, make sure to use spells and physical attacks both before drinking them potions, so that the double-regen effects help. In a world with limited regeneration, the thief rocks the house.
Best races: Gnomes and halflings both get extra potions, which are dope in this scenario. Goblins thieves have some serious cashmonies to play with.
Overall rating: 4.0
Priest: The priest kind of rocks the house. He gets some sweet benefits in the form of a 100% heal rate from health potions (most classes get 40% back from either potion), double damage to undead, and a bonus 2 health per level. The priest is a healthy, jolly fat monster. His bonus undead damage can really help when leveling: seek out the zombies and such, and crush them when two levels below them for an experience boost. Save the health potions for full regeneration during the final confrontation, and whoop ass.
Best races: Halflings and their bonus health potions are just goddamn huge here.
Overall rating: 3.5
Wizard: The wizard, as usual, gets kicked in the balls. Repeatedly. Spells are generated in random locations of the dungeon, and the player (with some exceptions) starts with no spells. The wizard can sense the presence of spell runes, so he knows where all of them are, though they are represented by ? symbols and therefore he has to guess at which one is which. This wouldn't be a huge deal, but the wizard, more than any other class, needs him some fireballs. He can carry an extra spell (most classes have 3 spell slots for runes, the wizard has 4), he has rune-sense, and his spells all cost a mana less than other classes' spells do. The problem? The wizard's basic attack is nerfed 25%, meaning he has trouble killing monsters of his own damn level sometimes without magical assistance. Not cool.
Best races: Elf for mana, gnome for mana potions.
Overall rating: 1.0
Berserker: The tier two fighter character. This guy is a blast to play. He's a brute who just wants to smash. He does bonus damage to higher-level monsters, has 50% magic resistance (warlock-type monsters and whatnot have a "magical attack"), has a 30% damage bonus to begin with, and has a hard time reading spell runes (+2 mana cost to any spell cast). There's something awesome about blasting through the dungeon with the berserker after carefully managing both mana and health to win the game as a fighter or thief. Sure, he can still cast some spells, but not many, and he's great at just laying into the bad guys with his hammer. Nice 'n' simple.
Best races: Human for even more damage (smash!), halfling for more health potions.
Overall rating: 3.5
Rogue: The rogue is an interesting dude. He has first strike all the time, which means he gets a slap in before the bad guys know what's what. He has a 20% chance to dodge, which is alright. But here's the kicker: he's got a 50% damage bonus and half health. So managing your fights as the rogue is that much more difficult. The level 10 boss monster can almost always kill the rogue in a single strike (the average level 10 critter damage is 75), so some kind of backup plan needs to be in place to survive. Although, truth be told, I've won with the rogue by dodging the killing blow on that 1/5 chance, and there's something great about that.
Best races:Dwarf for health bonus, human for even more damage (smash again!).
Overall rating: 2.5
Monk: The monk is another crazy character type. He starts with a bigger fisticuffs nerf than the wizard, only inflicting 50% damage, but he's also got 50% resistance to both magic and physical attacks to compensate. He also regenerates health much more rapidly than other characters. The monk is a lot of fun to play. He's a challenge, forcing me to rethink the math that I've got worked out already. However, I find the challenge often rewarding, though I often play human monks, possibly the best of all.
Best races: Human to negate the damage penalties, elf to go for a more magical route.
Overall rating: 3.5
Sorcerer: The sorcerer is a weirdo. He needs to use both physical and magical attacks to the fullest to use all of his benefits: He has an additional 5 mana (a bonus 50% on normal starting mana), he regains 2 health every time he spends a mana, and every time he physically attacks a critter, the critter takes a magic damage per level of the sorcerer. That's a lot of goos stuff, but as I said, it requires a balanced approach to the game. Going with a purely magical or brute-force style of game (several of the gods in the game support these approaches) is difficult with the sorcerer. Still, he's a lot of fun to play, though he's a bit lame if he can't find a useful magic rune early. A lot of his benes don't truly activate until he finds BURNDEYRAZ (fireball) or BYCEPS (the attack bonus spell).
Best races: Any do pretty well, but Humans combine well with the magic attack bonus, and elves give the sorcerer a huge mana boost on his already huge mana boost.
Overall rating: 3.0
Warlord: The third-tier classes all begin the game sitting on a special spell-rune. Each of them interact on the main with their rune to change gameplay. After winning the game with any of these classes, the spell-rune becomes available for random generation in any game. The warlord's special rune is CYDSTEPP, which is incredibly expensive to cast, but grants the character death protection (protection from the next killing strike). Using this rune, the warlord is able to fight and kill many monsters above his level. He's a powerful class. His other benefits interact with this bonus: +30% damage when his health is below half and +30% damage (stacking w/ previous) after drinking a mana potion. When death-protection kicks in, the character is left with 1 health, so the warlord, while CYDSTEPP is in place, usually has at least the first damage bonus, and since it can be pre-cast, the character gets the equivalent of two extra attacks on critters which would otherwise kill the warlord. He's super strong, really.
Best races: Any, though the human is great for the damage bonus, and the gnome is good for more mana potions.
Overall rating: 4.0
Assassin: The third-tier thief is a poisoner. The assassin starts with the APHEELSIK spell-rune, which when cast prevents the affected monster from regenerating until the character attacks any monster. So the assassin can stab a critter, then poison it when death is immanent, then go explore to regenerate, then go finish the job. On top of that, if the assassin has explored all around a creature he gets first strike against it, and he instantly kills all creatures below his level in one strike. He's awesome. He sucks against undead, however, because they're immune to poison. So watch out for zombies.
Best races: Orc for the experience bonus (higher level assassins kill things easier), human for the damage bonus.
Overall rating: 3.5
Paladin: The third-tier classes all sort of break the game in a way. I find the paladin to be an extremely strong class. He starts with HALPMEH, the healing spell-rune. This will cure a portion of his health and cure poison for a paltry sum of mana, allowing the paladin to take on higher-level monsters with relative ease. But he gets more! He's got 25% physical resistance so he takes three-quarters damage from most beasties (awesome) and he gets a health boost from killing undead (cornercase). Starting with the spell is everything, though. He can even beat the standard regeneration math of many standard critters 2 levels higher than he is, because he's getting hit for less, and he regenerates mana (which = health for him) at the same time as health, so he's double-dipping. Strong.
Best races: For even stronger regen-breakage, the humans for damage bonuses or elves for extra mana (and therefore extra healing) are where it's at. Elf paladins?
Overall rating: 4.0
Bloodmage: The bloodmage, or Santa as I like to call him because his little sprite/icon looks like St. Nick, is the least awesome of the third-tier classes. He's still pretty cool. He begins with a glyph that converts health regeneration to mana regeneration, called BLUDTUPOWA. That's pretty strong if he can find BURNDAYRAZ early. If not it can be a waste. He also gets 100% mana regen from mana potions, but they also harm him to the tune of 6 health per level, which is a lot. So he can't even drink a mana potion if he's too badly hurt. That's a pain. However, to mitigate this somewhat, he regains some health from the blood pools left behind by slain monsters, so a tricksy blood mage player will explore as much as possible without stepping on dead critter squares to maximize late game regen-without-exploration. That way the player is regaining health but his prey is not (monsters only regen during player exploration). So he's an interesting class to play, but he can also be really frustrating.
Best races: If he can find a useful spell early, elf and gnome bloodmages are pretty awesome. Humans are a good choice as well, because bonus physical attack never seems to be bad to me.
Overall rating: 2.5
Transmuter: There are three "weird" classes and three "racial" classes in addition to the tiered classes. The three "racial" classes can't be chosen with a race, they are a class and a race at once. The transmuter is the first of the "weird" classes, which means the player still gets to choose a race. The transmuter is whack as hell, however.
All of the "weird" and "racial" classes once again turn the math of the game on the ear. The transmuter, I find, is actually incredibly strong. He begins the game with a spell rune called ENDISWALL, which allows him to destroy a section of wall. Normally this is an expensive spell in mana to cast, but the transmuter gets it for a single mana point. Further, he regenerates 2 health per level whenever he eats a section of wall. However, the price he pays is that he doesn't regenerate health during exploration as normal.
In theory this is difficult. In practice it's actually awesome. Since the transmuter doesn't regenrate health during exploration, he can instead explore enough map to expose a higher-level beastie who can't kill him in one hit, then crush it while carefully casting his spell to regenerate health while never actually exploring (so never allowing the beast to regenerate). Careful play yields serious results here, and I've found the transmuter to be an absolute badass. The downside is that it's actually really onerus to play this way.
Best races: Humans for that kung fu bonus. Gnomes or elves for mana potion or mana bonuses.
Overall rating: 3.0
Crusader: The crusader is truly whack. He gets a cumulative 10% damage bonus each time he kills a monster, so if he can chain killing strikes he gets more and more deadly. Any time he strikes without killing the bonus resets to zero. He also is immune to poison and mana burn (both conditions that prevent regeneration of whichever), which is huge. And last but not least, if he is killed, he does a triple-damage death blow to whatever kills him, so he is the only class that can win while dying.
That's alright.
I find the crusader boring to play. He's pretty strong overall, and moreso if he can get himself some death protection via CYDSTEPP or whatnot, and if he can get a nice level up and keep a bunch of low-level beasties around to kill-chain into a monster smash on the final boss he's awesome. But that doesn't always pan outt. Still good.
Best races: Humans are great all around for the attack bonus. Orcs can get a crusader a level up early on for kill-chaining later.
Overall rating: 3.0
Tinker: The tinker is all about items. Tinkers get gold for killing foes, they get a discount at shops, and they get bonus shops in the dungeon. Given that items can make or break a game (the fine sword item is shit hot) sometimes, this is a big plus. But then, it's random. sometimes there just won't be an awesome item at hand when the tinker needs it, and that can be a pain. The class is a bit of a toss-up, but ultimately fun to play.
Best races: Goblins for yet more gold, any other grants some decent bonuses on an otherwise "blank" class.
Overall rating: 2.5
Gorgon: The first "racial" class, the Gorgon is a petrification machine. She starts with the ENDISWAL spell-rune, and she needs it, because her kill strikes replace monsters with stone blocks of impenetrable wall. She does half damage at start, she has 50% physical resist (see the monk), she has a poison attack, she's immune to death gaze (which other Gorgons have), she regens mana on monster kill, and she has a 10% chance to instantly kill any foe at start. This can be increased by converting/eating spell runes. That's a lot of nonsense.
The gorgon is difficult to play. The ENDISWAL spell-rune costs a whopping 8 mana of the character's starting 10, so casting it in quick succession without regeneration requires potion use. The player must balance regeneration of mana with the gorgon's slaying of enemies and the subsequent wall-destruction that must often occur. For this reason, if I'm not careful, I sometimes find myself trapped without a way to regenerate mana in a stone corridor. That sucks. The whole half damage thing is also a pain in the ass, and since the gorgon only has 50% physical resist and not both physical and magical resist like the monk, magical creatures like dragons really hurt the gorgon. If the final boss is the dragon or warlock (or worse, both, as in the library challenge dungeon), the gorgon has a tough climb ahead of her.
Overall rating: 1.5
Half-Dragon: The half dragon is a strange class, but it can be a lot of fun. It's got double health, has a magical attack that gets through physical resistance (watch out for magical resistance, though), has increased scouting capacity, can't cast fireball at all, and starts with +20 knockback damage. The last is cool: when the half-dragon hits an enemy, the enemy is blasted back a square directly behind the assault (including diagonally). If the enemy hits a wall or another enemy, it takes the knockback damage. If it hits a wall, the wall is destroyed while the enemy gets blasted back. If it hits an enemy, both foes take the knockback damage. The half-dragon can eat spells for bonus knockback damage (20% per).
This can be a bitch to get right at first. If the dragon blasts an enemy into unexplored territory without killing it, the creature will regenerate (as will the dragon) as the dragon approaches to finish it, lengthening the process. The player has to carefully circumscribe the foe to make sure the baddie isn't just going to get healthy again before the next blow falls. Better yet, the player should blast beasties into their friends. It takes some practice, but when it all works it's a lot of good times.
Overall rating: 3.0
Vampire: Ah, the finale. The vampire completely revamps the game. He's got 30 health at the start, begins with 3 health potions instead of one, gets extra damage per level, and LOSES health while exploring instead of regenerating. He's got first strike, poison immunity, he can sense monsters/juice bags, he has ZERO mana and can cast spells with his health, and he regenerates health from blood pools left by kills. he starts with a 25% life steal, and can get more by eating spells at 5% per glyph eaten.
That's nuts. The vampire is great because while completely changing the game, he also makes it quicker. The player generally knows whether a game is winnable with the vampire in the first few minutes. Either the vampire has found enough easy prey nearby to cull, or he's going to die from exhaustion too early. Of special note is the vampire who find the BURNDAYRAZ spell early on: since he casts spells with health instead of mana, and his health is immense, the vampire actually makes the best spellcaster in the game. He can cast five fireballs at level 1 and full health, which is 3 more than a level 1 wizard who starts close to the fireball glpyh. At high levels the vampire can cast absurd amounts of fire, and since he loses little physical brawn while doing so this is a lot of fun to do.
The downside is that he feels like an all-or-nothing coin toss at the beginning of a game. Never tell me the odds.
Overall rating: 4.0
Wednesday, December 1, 2010
Death Angel Multiplayer and VTES
Saturday, November 27, 2010
Death Angel: Space Hulk Card Game Solitaire
Wednesday, November 24, 2010
Hulk IV and VTES
Robb and I managed to plan a game night recently. It started off with more Hulk and then evolved into VTES. Robb wanted to play the 6th Hulk mission again, with me as the marines. He thought he'd made some serious mistakes that cost the marines the game, and that it was a totally winable scenario. We'll see.
Mission VI: Alarm Call (again)
I placed Zael first, instead of Lorenzo. This was because I thought I'd need the Flamer to clear the halls of bugs early on. I also used some of my placements to block entire sections of the Hulk, as sleeping marines block movement. I neglected to mention this to Robb again, and I actually had assumed he didn't know that, so that was a total dick move on my part. It was a night of many dick moves on my part, really.
Robb put Lorenzo far far away. Then we placed the rest of the marines, and I used my last two to put guys in front of doorways to keep too many bugs from slipping in behind me. I ran Claudio o' the lighntning claws and Calistarius the Librarian to rescue Zael ASAP. The bugs filled the halls around us. Then the marines dashed across the final hallway to rescue random marine 1 and then Lorenzo, who was in the farthest room. One of the marine win conditions is that they rescue 3 guys before bailing. All that went down. I used Claudio as a stop-gap marine in the end hallway. I was hoping that he'd be able to maul a few bugs while the rest of the rescue went on. Alas. He took the third close assault on the chin and went down in a heap. Lame.
After waking the final marines, I had to make sure Calistarius and at least two other doods got off the boat. This looked difficult. The hallway near the exit was teeming with Genestealers, just as it was during our other play of Mission VI. I used Zael and my vanilla marine to slowly push down toward that hallway while waiting for Lorenzo and the Librarian to catch up. Eventually those guys caught up, but they brought a world of Genestealers right behind them, and I managed to really suck at rolling kills with Calistarius' psychic storm power, so I was burning psi points to little gain.
Robb and I had independently come to the conclusion that the force barrier power was where it was at by this point. I used barriers to cover my ass and Lorenzo managed to kill the last bugs crawling at him as he caught up to Zael and Calistarius. However, I'd lost the vanilla marine by this point.
So, at this point I looked at the board. Robb had like 6 bugs behind my guys but several squares away, and there were something like 10 in the two branches of the final hallway just "off-screen". Zael blasted a flamer burst down the hall to keep them busy, and then ducked down a hall to let Calistarius run closer for the final push. It was Calistarius, then Zael, then Lorenzo in the final rush. I made some poor rolls and Robb got a bug up in Calistarius' face, but i dropped a force barrier to block that hallway and had left a smoking ruin behind me with Zael to gather the troops.
If the librarian died in close assault the game would be over. Robb had one roll. We tied. I spent one of my final two psi points to kill the Genestealer, and then prepared for the final push. Calistarius rushed across the deadly hallway, and Zael cooked the intersection behind him to block the bugs. Then Zael and Lorenzo moved up, just out of Genestealer reach.
I counted my guys, and then I counted how much movement I needed to win. IF I drew six command points AND I used my last psi point to regain a command point, I would win. Otherwise, Lorenzo would probably be left with his back to a hallway full of close assaults.
I drew the six.
Marines win! But damn, just barely. Brutal mission.
Mission VII: The Artefact, or Get Some Shit and Leave
Robb and Devin took the marines on this one, and I filled the hulk with bugs. The mission was pretty straightforward: move across the hulk, get the mcguffin, and then return the mcguffin to the marine entry squares. It looked rough, but the marines did have Calistarius and Claudio to back up Lorenzo's squad. Robb and Devin decided that Lorenzo, Zael, and Calistarius should go get the artefact, while Claudio and the three basic marines tried to stem the tide in the entrance of the ship.
The plan went pretty well at first. The advance team made a lot of progress. Their progress was slightly hampered by the fact that I drew 18 Genestealers in the first two turns, and revealed them so as to spread them all over the hulk. Claudio once again proved a victim early, as my bugs killed him in his very first close assault. Unfortunately, Claudio's backup, Brother Goriel, was an absolute crack shot, and on Overwatch he managed to kill something like 8 Genestealers before I got him. That was huge.
I got one more marine in the front of the boat in the late game, but Robb and Devin had managed to get the artefact and move it far closer to victory than I would have liked. I managed to flank the librarian twice, but the bastard was lucky in close assault and he didn't waste too many psi points fending off the bugs. That was a damn shame, and it proved my undoing.
In the final throes of the game Lorenzo, who was carrying the mcguffin, passed it off to Calistarius, who made a mad dash for the entry and then placed a force barrier in the way of my Genestealers to keep them off of him. I conceded victory, as there was no way I'd get to him before he stepped into a victory square.
The marines win again, although to be clear, Lorenzo and Deino probably weren't going to survive the pile of bugs I had accumulated in the hulk by that point.
Marines rating: 3.5. Genestealers rating: 3.5. Lots of fun and villainy.
Alayna arrived soon after the second Hulk mission so we decided to play some VTES, having four players.
I'm really starting to hate four player vtes. It feels like the games are decided by turn 5.
Game 1:
Devin (Hermanas Menor)--->Me(Eyes on Africa)--->Alayna (Jaroslav bruise/bleed)--->Robb(Saulot is a Fakir)
Things went pretty well, since Devin went first and therefore his little sister machine wasn’t a whole turn ahead of me. I had Homa down and managed to get a ready minion by the time Devin had two sistahs to fire at me. Better yet I got a Blood Shield on Homa, so they did a little less damage to me.
While this was afoot, Alayna and Robb got out Jaroslav and Saulot the hard way. Then Robb started the slow train to getting Fakir al-Sidi up with Saulot and transfers, and Alayna got Tyler.
Devin and I locked into a two-player struggle, with him getting all four of his opening hermanas up and getting them some blood via hunting. I got up Kisha Bhimji in addition to Homa, and managed to call a Neonate Breach past Jaroslav to plink Alayna for 1 and Devin for 4. Devin was miffed. But then, his deck has little answer to pool attacks, and lots of minion threatening. He dropped Fame on Kisha and then tried to rush with Oppugnant Night, but I had a ridiculous amount of wakes in my hand and Homa stepped in front of the rushes. He finally decided to bleed instead, which I bounced at Alayna.
Alayna’s gameplan seemed to be bruise/bleed, which is always dubious. In this case she had combat cards she couldn’t play because no one would fight her, and no bleed boost. Robb did as many would when Jaroslav is bleeding them for one: he took the bleeds. Tyler’s arrival complicated things, but by then Robb had Fakir up and anarched out (because his deck doesn’t have enough moving parts without anarchy) to defend.
Saulot and Fakir actually discarded a lot of Sense Death, instead Saulot got a Phone and proceeded to bleed for 3 each turn. Devin took these faithfully, tapping out to try and hurt me and then taking pool damage on the chin. I never quite understood the “full left even if I get ousted” mentality, but his deck looked like a cannonball that never really fired. He’s trying to go Lilith’s Blessing on his empty sisters, but he never actually has Blessing in play early enough for it to make a difference, and there’s enough other masters in the deck he’s always doing something else. One turn he dropped Agent of Power on one of his girls, then they did a Sanguine Instruction chain to hook up with superior wo-Man-love all around.
It was hot.
The game broke in Robb’s favor, as Devin didn’t have much answer to Saulot’s bleeds at zero stealth, and I wasn’t drawing any of my damaging votes, instead relying on toolboxy bleed such as Kduva’s Mask, Ancestor Spirit, and Ancestor’s Insight. Still, I wasn’t making much of a dent in Alayna’s pool before Robb rounded the corner. He’d played Minion Tap on Fakir and then gotten up Lord Ephraim Wainwright to round out his crew. I played Sudden Reversal on his next Minion Tap, and Jaroslav played a Burning Wrath on Saulot to cook him (no anarch, no prevent?).
But Alayna was still only bleeding for two per turn with Tyler, and Lord Ephraim was reducing that with Detect Authority quite easily. Without much pressure Robb recouped his lost pool, bought another Saulot, and started grinding on my already-beat-up-by-sisters minions. Kisha was Famous for the second time, and she took a dirt nap from whence she would never return. My game was sealed, and Robb beat Alayna in the head’s up.
Robb 4 VP, GW
Game MVP: Saulot is pretty strong.
Game 2:
Robb(Nergal+Unnamed Baali)--->Me(Huge G2-3 FoS Eternals)--->Alayna(DoC)--->Devin(G2 Salubri Marionette bleed)
Devin seemed upset that I drew an early Eternals of Sirius. He was more upset when I played the second in as many turns, and downright scowling when I played my third. BY turn three Sutekh, the Dark God and Nefertiti graced my ready region. That was awesome. Now what to do with them? That’s the rub.
Meanwhile, Robb got out Nergal, Alayna got up Sashiya and Aimee Leroux, and Devin got up Matthias. Soon after Devin got Miriam Benyona as well, and Alayna used her Wider View to pick up Yseult.
I bled with Sutehk every turn, and that seemed pretty good. Nergal bled me for 4 with his first action, and that actually stung a bit. I’d accelerated my ready region, but my pool was still aching for a Villein, which I hadn’t drawn in all my Eternals-playing. I did have a Pentex Subversion, however.
Very early on, after that first bleed and before Alayna had dug out Yseult but after Devin had gotten Miriam, I decided to Pentex Subvert poor Nergal. Robb scowled and pissed about me backousting him, but hey, he’s playing Nergal, right? I was hoping Devin would bleed him for a few and keep him honest while I dug for more poolgain.
Robb did what most good players do: he begged for crosstable assistance. This was good play on his part. Alayna eventually decided (after Robb had suggested it several times) to use her 2-cap, who couldn’t call Lily Prelude anyway, to try and remove Pentex. This took me by surprise. I knew Robb had been sort of jokingly mentioning that she should help, but I’d never considered that she might take him seriously. I was pissed. I became an asshole. I asked her why she was actually listening to Robb? I ranted. I may have frothed a bit. I certainly recall calling her action retarded.
I felt bad later. It was an overreaction. She’s a newer player. Though Robb does assure me that she is beyond suggestion and actually plays better than he does, she is not and does not. She sometimes does things without weighing the consequences, and therein lies my frustration. For you see, Alayna couldn’t give me a cost/benefits analysis of having me backousted instead of me backousting Robb (that’s what my Pentex play boiled down to in the end). I’m convinced she was better off with me as a predator instead of Nergal, while Robb is convinced that allowing Devin (her prey) a victory point is a worse play.
We only got one side of the story, as I had a wake to block her attempt at destroying Pentex (which Robb felt should make me stop my bitching immediately, but that isn’t the case. . .) and my vitriol (and logic, to be fair: I explained that removing the Pentex the first turn it sits actually bleeds me for 2+whatever Nergal bleeds for next turn) either convinced or cowed her into not taking any more actions to remove it.
So, probably good on me, then, despite the douchebaggery? Still not sure. My venom wasn’t the result of calculated social engineering, so. . .
Anyway, the game devolved quickly. Robb later told me he had a Horde down, but was reluctant to pull it up, instead going for the unnamed, which is a whopping 20 pool of infernal vampires. His allegations that I backousted him were starting to ring a little more hollow.
I bled for two with Sutekh and Nefertiti, but it seemed wrong that I had a fistful of stealth and wasn’t moving cards fast enough. Alayna drew her Conductor and good stuff and mugged Devin but good. Devin stole the unnamed and gained two pool via Spirit Marionette. Then Miriam bled with her Pulse of the Canaille.
Robb looked at me and gave the “hope you’re happy, because you’ve backousted me” speech. I nodded and said that I was aware, but that I’d allow him to remove the Pentex now (he said he didn’t have stealth. . .?), as I’d drawn a Villein. He did, and I regained some pool, bleeding for a bit with Sutekh as well.
Alayna was keeping up with my meager bleeds quite handily. She called a Benefit Performance every turn, and sometimes with a Voter Captivation. So she could ignore me at her leisure. She ran out of forward moves on Devin, though, and he slipped in to oust Robb with a Spirit Marionette bleed from Nergal.
Robb gone, I managed to draw a Mokole’ Blood, which is an important card for my deck, as it allows a giant snake to get four Snake Drive from my deck and put it on himself. Sutekh promptly did so, then untapped and bled. Then he untapped and called a vote of KRC. Passing the vote was a bear, as I wasn’t cycling well enough to draw push, but I did manage to hit my prey for seven that turn with Nefertiti’s bleed.
Alayna was actually a little low on pool. She regained a few with a Cap, and went full bore into Devin. He tried to block some with Matthias but the Lure of Sirens was too much for his third eye, and all those actions went through. Lily Prelude is incredibly strong.
I had a chance to oust Alayna, and I almost danced for Joy when Devin bled me for four with Matthias using a Pulse and Spirit Marionette, as I was going to have Nefertiti Lost in Translation the bleed to my prey for an oust, but alas, I’d forgotten that Alayna put Narrow Minds into play early, and Nefertiti couldn’t afford the bounce.
Ousted. Damn. I had a chance at least.
In the head’s up Devin steadily lost ground to Alayna’s bloat and brutal vote damage, and they tied in the end.
Alayna: 2 VP, Devin: 2 VP, no GW.
Getting Sutekh, the Dark God into my ready region for any game is a secondary win condition for me, so I was a happy guy, but I still feel like an asshole.
;)
-Merlin out