Tuesday, 12 March 2013

Hero Clix Battle Report

Okay so today I'll be facing Jordan in a game of Hero Clix. He chose the Gamma Bomb Range as the map. I've only played on this map once before with Man-Thing and a butt load of zombies. They proved to be an overwhelming force surprisingly. But this time I'm taking some Superman themed stuff.

I chose Lex Luthor, Bizarro, and a Kryptonian Renegade. They are the Superman Revenge Squad! I've never used these guys before but I'm fairly confident because I almost never lose at Hero Clix. But I lose every single battle report it seems. So let's see what karma has in store for me.
 a bunch of miscreants

Jordan: I'm currently typing instead of talking, as I think it will go faster!
I'm using Deadpool, Cyclops, and Nightwing because I haven't used them nearly enough since I got them :). Ryan claims he always wins at Hero Clix, but looses at BatReps. Well, I loose at everything, so lets see how this goes!
wolverine haters + guest

Jordan wins the roll for deployment, and because we're both very casual about this game, he decides to just deploy in the zone that he was already sitting by. My end of the table has some blocking terrain and an elevated position, presumably where they tested the gamma bomb. So Jordan gets to deploy first and act first, and I have to deploy and play second.

Jordan advances cautiously up the field, making effective use of cover and blocking terrain. He declared that Nightwing was going to be using a utility belt. Equipped on the belt is the gas pellets and smoke bombs, and batarangs.

Jordan Turn 1 movement
Since Lex Luther is a wildcard, I want him hanging out next to Bizarro so I get a free Outwit as often as possible. I think I'll drive the Kryptonian Renegade up fast, because she's fast, hits hard, and she can take a lot of damage it appears. Just to stay more in character I decided that I would move Bizarro radically around but still remain within his movement distance despite the fact that he didn't go nearly as far as he could have.
Attempted high ground...

Turn 2, Nightwing boldly charges a Kryptonian Renegade. This is risky because Jordan would have to push Nightwing. He decides to Outwit her Invulnerability, using the special power from the utility belt. And taking full advantage of the plus to bonus to all of his stats, Nightwing rolls double threes - not only hitting the Renegade, but dealing pushback damage and sending her flying into the staging area Luther and Bizarro were standing on! This Deals an all-important sixth point of damage. This saw the Kryptonian Renegade completely unconscious. A very successful second turn for Jordan.

The wind-up...
...outta the PARK!

Needing to deal some damage before Nightwing goes sick-house all over all of my guys, I decide to push Bizarro, using his Hypersonic Speed to fly at Nightwing, punch him in the face, and then get back to right where Luther is. Rolling a nine, just over the eight I needed, I dealt four damage to Nightwing - enough to bloody his nose but doesn't take him out of action.

Bizarro, take him
Bizarro do good?
Down! down! and Towards!!

Jordan decides to advance Cyclops up to support his teammates, and clears Knightwing - clearly exhausted after butchering the Kryptonian Renegade.
In a Mexican standoff style turn, all I'm able to do is cause Bizarro to rest as well. Now that he has lost his Hypersonic Speed I am not sure how to proceed for the next few turns.

In a bold maneuver to deny Bizarro his charge, Jordan moves Knightwing up to the staging area engaging both Luther and Bizarro. Deadpool and Cyclops both attempt to flank the members of the Injustice League.

Right now with all the threats on the table it's a difficult decision whether I want Luther to enhance Bizarro's laser eyes and try to kill Deadpool or Cyclops, or whether I want them just to take down Knightwing because he poses such a large threat.

I decide to perplex Bizarro's damage up by Bizarro reciting poetry, and using Luthor to enhance Bizarro's damage value as well. I can only target Cyclops as Jordan pointed out Deadpool is being very stealthy this turn. I just have to hope that the terror of the tabletop known as Knightwing is not going to surve my own buttocks on a SilverPlatter next turn.

Luther decides to take a swing at Nightwing, but ends up simply tickling him, Bizarro does a whopping five damage to Cyclops, however Cyclops ended up acquiring the Enhancement power which is going to boost Deadpool's damage on his turn.

Bizarro is gaining his patience with you...
Jordan decides to push Knightwing to smack Lex Luther in the chops, Lex is able to shunt the damage as a Mastermind criminal to Bizaro. Normally you were only able to do that for smaller guys. I decided to take the gamble and let Luthor take all of the damage because I can't lose Bizarro this early in the game. Jordan is going to be banking on Deadpool dealling lots of damage to Bizarro with his shots so let's see how this pans out.

I said stay DOWN Luthor!
Bizarro takes his lumps but just barely remains standing. I really don't like pushing my characters when they taken so much damage, but I don't think I have any choice at this point, although I don't think I have a chance of winning the overall game, I think I can get a definite moral victory by taking out Knightwing.

Looking at my dice, having rolled a nine with utmost confidence almost assured that Nightwing would be taken out of the match this time Jordan nonchalantly points out that his defense is enhanced not only by his comment reflexes but also by the utility belt adding the extra point of defense causing my paltry nine To miss by one point.

Jordan rolls are whopping 10 to hit Bizarro with Cyclops, but looking at Pizarro's dial I noticed that he now has Probability Control! I announced in a loud voice "reroll that!", but unfortunately for me Jordan picked up his dice, shook them around, droped them on the table and ended up with the exact same result! Victory to the X-Men today, with special guest star Knightwing.

After the match looking back on what I could've done differently that game, I think I should've been a little more patient with Bizarro. Had I not pushed him a few times, I would've had more opportunities to attack with him. Although losing the Kryptonian Renegade early was debilitating I still should've played around that, I've seen other games of Hero Clix turn around with more severe penalties than that. Jordan played really well, he pushed when he needed to, was aggressively when he needed to be, and it won him the game. Again congrats Jordan.

Jordan: Holy cow! Taking out the Kryptonian Renegade in one shot was unbelievably lucky! Without the Utility Belt's bonus, it would never have happened. I was extremely (and uncharacteristically) lucky with my Utility Belt - it was always on one of the few spots that have bonuses to attack stats. Hero of the Match definitely goes to Nightwing - his daring charge ending in the death of a powerful character on turn two, combined with a timely and possibly deadly move into danger to protect Deadpool and Cyclops gave me the freedom to choose my attacks. Until next time Mr. Brouckxon!

Monday, 11 March 2013

X-wing Battle Report

X-wing battle report
Last time I played Zach in X wing he stomped me. I did get some lucky shots off though. Today were actually to be switching roles he played rebels last time and hes goint to play imperials so I get a chance take the rebles today.

Rebels and the Empire face off again
[Ryan] I'll be using Biggs darklighter, Famous for being one of the named guys that Help destroy the Death Star the first movie. I think at a pretty good chance because five is a high pilots skill. Which means that all be likely moving last and shooting first. The X wing fighters have two shields so if I make some mistakes I've got some cushion. Unfortunately I will not be a will to use his special ability which means that he takes hits instead of other fighters that are on his team.

[Zach] Last time I played Ryan I was the good guys so I guess it's time to switch roles and I'll play Imperials. Ryan used an Academy pilot in our last game that really cleaned my clock so I figure I'll try and duplicate that luck and use it on my own team. Also I'm taking an Obsidian squadron pilot to round out my team and give me two tie fighters.
With pilot skills of one and three I'm pretty sure I'm going to move first and shoot last, but I'm hoping I can use my maneuverability and speed to get around behind Biggs and give Ryan a serious headache. Tie fighters have no shields, so I need to make sure not to put them in harms way needlessly, or this game will be over really quickly.

Zack set up the board with a scattering of asteroids around the board, we didn't get a chance to play with them last time. Maybe it'll add a new element to the game and make us have to think ahead a couple of turns. No this game can go on for a few turns that are very quick with nothing going on so we'll be bringing you the highlights.

Hello Zach! say hello to my little friend!
Turn one just saw us both plowing forward neither one of us is in range To shoot so looks like it's going to be a couple of turns of posturing. My best bet when faced with multiple photos is to try to isolate one. But Zack is going to be prepared for that So will have to try to guess what each other to try to pull in this next turn.

That's one of the big selling points on this game for me; the fact that you're always active. You're going to try to guess what the other guys can try to pull, and trap him so that you can fire at him and if possible make sure that he can't fireback.

Zack leads off with the Academy pilot on turn to draw him straight into front of my crosshairs. But he continues to flank with obsidian squadron pilot. He may just be using is cheaper craft to bait into a trap. Although it's totally got to work on me this time, it's too much over word to pass up an opportunity to take an early shot at the worst of the two pilots.

I get a decent roll to shoot but he easily dodges out-of-the-way as he takes his dodge action, I'm not going to waste my target lock this turn because even if I reroll the last die and get a hit his three dodges are still got to cancel my hits out.

Oh Noez!
Misjudging the distance by a fair bit Zach Gets me right in his crosshairs by doing a blast forward and sharp reverse, Which is what I was trying to get to him I thought he was going to turn to his right. Lucky I have the shields but I've a feeling that I'm going to be missing out on them fairly early

Not quite in rangement one as I had feared, Zack rolls his dice one comes up a hit, the other critical hit I better get really lucky, my dice roll they come up two dodges.

Lucky for Ryan, Biggs can dodge with the best of them.
Turn three Zack pulls his Academy pilot right in behind my X wing, In a textbook dogfighting maneuver my only chance is hopefully My higher pilot skill Allowing me to do some damage to his obsidian squad pilot, But I am concerned that I'm in such a close range band in my back arc there.

'I have you now!' attr; nameless academy pilot
My shots patter harmlessly off of his hull, return fire from the obsidian squad pilot do likewise, The Academy pilot strips one of my shields off with some very effective firing.Despite rolling all dodges he still had a bonus die for beings in such a close range.

In a desperate bid to turn the tables knowing that his guys very maneuverable and Zack makes good use of that, I decided on a short left Bank. Which paid off because his craft blasted forward and reversed While his Academy pilot slid right up behind, While I was still in the academy pilots firing arc I was able to get close to the better pilot while he had a stress token and brought them into my close range band. Pay dividends causing to damage to the Imperial.

 Through a combination of guessing what the other guys could do second-guessing those thoughts and trying to outsmart our clever plans Zach and I both ended up with knowing each other's firing arcs. The next turn it will be crucial.

a comedy of errors.
Zack swung into my flank and stripped off my last shield, And dealt damage to boot. My gamble didn't really pay off because not only was I not in anyone's fireguard I was actually out of range and shoot at the Academy pilot that I still have a target lock on.

All pilots blasting forward getting awfully crowded In outer space, I managed to bring my craft right nose to nose almost to Zacks Academy pilot letting the lasers fly bring him down to one final point on his academy pilot, Position of severely damaged hopefully all that's left is to clean up the chaff.

Here's the set up...
Biggs lets loose before the academy pilot takes his shot.
Expertly dodging the obsidian squad pilot, Biggs maneuvers out-of-the-way of his blasts apparently his shots were just the force Biggs down into the crosshairs of the Academy pilot Who promptly rolls a hit and a critical hit. Blinding Him, And coming up with no dodges on my dice. Game over victory to the imperials.

That was a great game, Each turn was interesting this time. I played a couple games before there's turns and turns of posturing and maneuvering before you can get a clean shot. Even with just the starter set ships We have a lot of maneuvering and Cat and mousing around. Congrats to Zach, he played quite well. I'll have to get my revenge soon.

That was an awesome game. Ryan is always a fun opponent, and he kept me guessing most of the game. My ultimate plan of outmaneuvering Ryan worked, although my TIEs both were pretty banged up. That lucky Academy pilot did his job, and did the most damage to Biggs. My Obsidian Squad pilot helped out too, and having 2 craft is always better than 1. Good game Ryan, I look forward to the inevitable rematch

Saturday, 9 March 2013

March Hare (or as mad thereof)

What a month March is shaping up to be! We have the Batman tournament for hero clicks, it's month two for no mans land for Batman.
There is a Warhammer 40,000 tournament coming up. And we are finalizing the membership program in the privileges that go along with being a member. Plus lots of activity with Malifaux and dystopian wars.

Let's protect Wayne Manor!
First up hero clicks.
On Tuesday we have the Batman sealed tournament, We still have several spaces available, And one of the prizes will be Mr. freeze's freeze gun.

Bat girl is highly mobile and can deal a lot of punishment
Last month for no mans land competition was tight. With the first place and last-place only having a difference of seven points between them. That is the difference of literally three games in a month if you lose every game. This month the prize figure is batgirl, And utility belt equipment is batarangs.

The Warhammer 40,000 tournament is filling up quickly but there still spaces available. Although painting is not a requirement, there is a prize for best painted. And it will affect your overall score.

On the dystopian wars front, We've just completed a Russian coalition naval group. And are well on our way to completing a empire of the blazing sun armored Battle group and naval battle group. Plus we will be starting a regular blog update for a game called dystopian legions.
The Russian's have short range guns but can weather a lot of punishment at long ranges.

Don't forget next week is March break. And will be running activities every day for different games so pay attention to the Facebook group.

If that's not enough on the 30th it's international board game day. And will be running several activities for that day you'll have to wait and see some of the surprises we have in store.

Monday, 4 February 2013

L5R Bushi league battle report

Okay well thanks everyone who voted on the next hour for those going to be for the blog. There was a tie at the end of tallying so I opted for the one I wanted to do!

The first thing I would like to talk a little bit about is; the style of deck that I used. If you're familiar with L5R (Legend of the Five Rings) you'll get more out of, however the actual gameplay I'm doing a breakdown of the smaller stages so if you know nothing about L5 are you still be able to follow along and hopefully enjoy it.

So I opted to do a battle report for my bushi league L5R deck. It's spider. After much haranguing and much failure from play testing, the thing I finally conceded to changing my stronghold. I tried desperately to use the 'Plains of Glass' as my stronghold, but many of my friends told me not to over and over again. I could just not listen. After several games of being defeated by a single battle action, I finally conceded and went with the Keep of the Dead as my stronghold.

My opponent for this match is the ever treacherous Chris Dunn, (actually he's quite a nice guy he just plays a very treacherous clan). So after a roll of the dice I got the chance to go first you'll see from the picture that I got to reveal my provinces (the four cards in between the two decks of cards) my dynasty deck are the white cards and the red deck of cards is are the fate deck.

Chris – my deck is the devious ninjas, I'm going to use the cards in my deck to misdirect his personalities, And basically kill his out of nowhere. Hopefully when I eliminate enough of his guys I can overwhelm his provinces to eliminate him from the game.

My deck is made of spider commanders; now the spider clan is known for using some sneaky tricks themselves, but their problem is they are more have dealings with, you know 'nonhuman' types... and basically not being very well known for being very nice people, My deck Revolves around having personalities that are fairly powerful, being teamed up with followers and basically sacrificing those followers to destroy things of his.

So if you've never played L5R before, the way it goes is you shuffle your two decks of cards. One of them is all the stuff you own like people (called personalities) and places (called holdings) which produce gold as resources. You place 4 face down cards to the right of this deck to create your provinces. The other deck (green) sits to the right of this . What it does is; it's all the things you can do with your people so sometimes you'll be able to perform actions with personalities or attach followers to them or even give them equipment to swing In battle. I won to roll to go first so I got to reveal my cards that are placed in the middle from left to right.

What we see here is: the card on the left is a holding which means that it generates money on my turns. The three cards to the right are personalities which are used to attack my opponent. In my first turn I can discard those three and reveal three new ones in place of them.

This set up seems much more appealing, I have more money generating holdings, And one of these personalities lets me replenish the facedown cards with faceup ones, Which means I can generate money a little faster early in the game because you can't purchase facedown cards.

Chris's first turn he decided to go for money generation too.

Because I am an aggressive player, and they like to play my games aggressively. My second turn I decided to grab two personalities. Even though it's normally a good idea to spend two turns building up lots of resources.

In a Mexican standoff style build up Chris and I both decide to grab more and more personalities, I grabbed the marsh, the incense mill, and one of the stronger guys. To have a balance between money and attacking people.

The personality I have lets me do damage to his personalities before you count up the final battle total. When you attack a province for the other player, Both players assign personalities to the battlefield, both players then get to take actions back-and-forth. Until both players pass, at that point the battle ends in both players total up the force of their personalities, The higher force wins and destroys all of the personalities of the other player.

Some actions allow you to destroy personalities before the battle ends. This is important because it can tip the battle in your favor. Other things you can do are called bowing, Which turns the cards 90° and indicates that they don't contribute to the army. Or sending people home, which removes from them from the battle completely.

On Chris's turn, he brought out two personalities which each create followers when they arrive. Followers attached to personalities and if the personality gets shot at or stabbed, the follower takes the damage first.

In the first battle I pulled several sneaky tricks which caused followers I had attached to personalities, to destroy all of Chris's followers. Unfortunately I ended up losing my battle, And subsequently the personality and all attached followers.

With lots of money in reserve, I purchased several personalities. And emptied out all of my provinces. During Christmas time I made his personality brash, which means that I get to draw card, whenever that personality attacks me. Sure enough Chris assigned all of his personalities to attack one of my provinces. I decided not to defend the province, because I knew his personalities would go home and bow. Leaving him with very few defenders for my turn.

Chris brought it to very strong ninjas, on his turn. Which made it very discouraging to attack him. I decided to get greedy and attack two separate provinces at once. After taking several actions, I was lucky enough to destroy both of them putting Chris in a very bad position, he decided that it would be best to concede the game at that point. It's very difficult to Shoney's photos but it was very very close. It could've gone very badly for either of us very quickly at any point throughout.

Wednesday, 9 January 2013

Malifaux battle report

Okay we'll were here doing a battle report for Malifaux, I am here with my good friend Carl. He hasn't played Malifaux for a while so I was glad to see him come out and give it another shot, because Malifaux is definitely one of my faves.

Ryan – I'm taking guild because I really like C.Hoffman. He sort of a combination of Prof. X, and Dr. Octopus. His big thing is being able to control machines. My crew is a guardian which protects other guys, A Hunter which is a robot tiger, and is just cool on it's own. The Hunter is an okay damage dealer but it doesn't take a lot of damage. A watcher which I use as a sort of a filter for making my fate flips a little better. Lastly, there's  Coppelius which is a 'Neverborn' monster which is kind of cool because he and Hoffman have a unexplained connection. (You guys will have to bone up on your literature to discover that one!) He doesn't add much to the crew as far as playability goes (with my playstyle that is) but he is mobile and he does do damage too so we'll see how that works out.

Carl – I decided take the gremlins in fact that's my first crew from Malifaux, they definitely appeal to me, I think gremlin culture is hilarious. I added a hog whisper to my crew. I'm not entirely sure the benefits that he adds to the crew but he's definitely a cool model. I've had mixed results with this crew in the past. Sometimes gremlins can overwhelm their opponent, other times gremlins explode in a ball of fire. I'm banking on my war pig to do some heavy damage cause it's sort of a juggernaut. Plus I'm banking on Summerteeth to be able to get more of his cousins/brothers/uncles into the fight (those may in fact be the same people)

We checked to see what strategies our objectives ended up being for the mission: Carl got stake a claim so he has to place a special marker inside of the center of the table and not in his deployment zone that he has to claim by the end of the match. My strategy that I have to obtain as an objective is to"contain power"which means that I get victory points for eliminating his main guy, but even more if I can use my main guy to eliminate his main guy, unfortunately having polio means that Hoffman is not the greatest in combat. But with the right strategy and enough luck I can make them hit like a brick.

For our secondary objectives, we get things called schemes. Carl announced grudge and secretly noted the model that he was going to hold a grudge against, He did not announce his second scheme. For my crew I announced That I would frame his master for murder. And while it may seem very unusual that I would frame a goblin for murdering a robot, the way I like to see it is I'm actually going to be running a smear campaign against the gremlins for destroying guild property. That should convince the populist exterminate their vile scum I chose a second scheme as well but I did not announce it either we will let you know what our schemes were after the game. Or I guess when they're accomplished.

Carl deployed his gremlins across the line of his deployment zone using both rented his advantage and to maximize maneuverability. I deployed in a cluster because often gets better the more machines he's connected to.

Turn one - On my turn I moved the guardian up, made him Shield Hoffman, who he brought forward with a harness full of magnets that allows Hoffman to attach to the big robot. The Hunter slunk forward dragging Hoffman a little bit further. He targeted a little wee pig in the back of Carl's deployment. The watcher tried to ensure I had good flips by predicting the future, as that's what he does as a giant bat robot. Coppelius uses mobility gets really far forward but Gremlins didnt need to really approach him, which in hindsight was an error.
Carl made Som'r kick a gremlin in the rump to go and get his brother (or uncle, or Uncle-brother its hard to tell with Gremlins) he moved his war pig up to be a big threat, and clustered a couple of gremlins around his claim. In retrospect, I did not realize how good the hog whisper was because he jammed the monsterous pig in the rump side with his prodding stick causing it to not only reactivate, But charge and go bananas on my robot cat.
 Thankfully I was able to avoid most damage by keeping the attack and defense totals fairly close together minimizing damage and soaking some with my armor.

Turn two – initiative for this turn would be fairly important because a lot of my guys are little overextended, and all of Carl's heavy hitters are very VERY threatening right now...

Okay well I won the flip for initiative by a large margin and decided to capitalize on this because after the Guardian got all upset and lonely and decided to push in the contact with Hoffman I thought he might just be in charge range to text Som'er Teeth, Unfortunately with his six-inch charge and 2 inch reach on his blade he was completely out of range.
Carl realizing that this is a crucial turn in the game, goes over his actions and carefully considers his options. Very un-gremlin like in my opinion but hey I'm a little biased I'm kind of the guy that's playing against him right now.
Som'er Teeth, decides to share a brew with his buddies to heal them all up, Which was definitely worthwhile his case because when I activated my big Stompy robot I made him disrupt magic thereby causing any kind of stunt that Som'er Teeth tried to pull while close to him even that much more difficult.

My second activation I made the water predict the future, Carl decided to take a swing at Hoffman even though the Guardian will soak all the damage against Hoffman when they're close, but... as you can see to the right, they're not close.
His giant pig can deal a lot. so without his protective buddy, Hoffman is a sitting duck. Carl's giant war pig swings and nearly destroys the Guardian with only two hit points left turn passes to me. I declare flurry against the war pig. With three very pitiful strikes against the war pig my hunter was unable to inflict more than two wounds on him.

     Carl then seems to activate the luckiest goblin in the universe which ends up blasting holes into the Guardian. Hoffman tries every trick in the book that he knows for making machines do better, casts 'override edict' on the guardian to make and activate again. He siphons a little bit of power and off the Hunter said he can take another action and then strikes the giant monstrosity of bacon in front of him, And then he's uses his last zero action to immediately Activate the Guardian so I can take my one stab at trying to bring down Som'er Teeth.
     Who subsequently swings and misses… Turn passes to Carl and I think I can kiss both my guardian and Hoffman goodbye. In a Uncharacteristically inspired maneuver by the gremlins Carl charges the Guardian with his little pig to clear line of sight for his other two snaggletoothed goblins to fire at Hoffman! Carl flips a 1 for his attack giving himself a total of five, I flipped a two for my defense giving myself a total of five unfortunately ties mean that the strikes still happens, Carl refused to cheat in a higher value card, knowing full well that he did a minimum of one damage and my armor would not prevent all of it.

Karma must have been smiling on the guardian at that time because the third  flip was black joker which ends up being zero damage regardless of other modifiers etc. However he decides to make his little squealer go reckless tries to attack the Gaudian again, Let's attend which makes it look like it's going to be the end of the guardian however thankfully I flipped a higher value, and saves my guardians bacon… Or so to speak.

Coppelious who has participated very little in the battle so far, decides to join the fray. He attacks the little wee piggy that's been causing so much based my guardian. He strikes and instead of doing damage removes the little squealers' eye. Hopefully freaking at the rest of Carl's guys, Carl's little piggy freaks out, falls back and suffers three wounds to expire as a result of Copellious is being a 'Nightstalker'.
Carl reactivates the pig because the hog whisperer stabs him again in the hindquarters with this stick, So the war pig had free reign against Hoffman., In my desperate bid to take out Som'er Teeth, I use my entire control hand. Being able to activate several models after I was done Carl was able to nickle and dime Hoffman to death. After that and additional gremlin does a disproportionate amount of damage to the Guardian, he wrecks the robot. I currently only have two combat beasts still able to activate although I can pull it out I think would be a long uncomfortable process for us both I think now is the time to concede the match congratulations Carl.

Ryan - At the end of the game I realize the mistakes that I made were being way too risky with Hoffman in overextending is spreading it if I had more constructs closer together than I could've been dealing with more damage. Especially since Hochman guess it do a pulse of several damage to
Models and that's the one thing that gremlins Tend to Swarm you.
my schemes were 'frame for murder' on my watcher (which I failed miserabley) and "Machine Spirit" which I didn't even attempt
SO, 0/4 contain power, 0/2 frame for murder and 0 for machine spirit: not good

Carl – well I wish I could say gremlins did what gremlins do, but that wouldn't be the case. Unfortunately for Ryan, he did make some tactical errors which I had to use every dirty trick at my disposal to take advantage of. It was a great game and I can't wait to do it again but until next time make it bacon, y'all!!
I had 4/4 stake a claim, 0 for Som'er Teeth's master specific scheme, and 0/2 Grudge against the Hunter.

End Result Gremlins; 4, Guild 0.