Monday, 29 April 2013


Today we’re going to take a look at the Legend of the Five Rings tournaments that we run here in the shop, as well as the upcoming new set – Coils of Madness. We just finished up the first Quarter for the events, and we’re about to start the next with some new promo cards, shown here.
 One of the exciting things about Legend of the Five Rings tournaments is that there is a participation promo card, as well as a prize card. This means that no matter how well you do in the event, you will at least get a promo card unavailable any other way! For the next Quarter, the participation card is Lantern of Revelation, while the prize is Summon Fushico. You will also notice that the two cards are “Dual Bugged” for both the current edition (Emperor) and the next edition (Ivory). That means that these cards will be useable in standard tournaments for over two years! 

Speaking of dual bugged cards, the new set for Legend of the Five Rings comes out in May. Coils of Madness is the first dual bugged set for the upcoming Ivory Edition of the game. That means these cards too will be legal for over two years! Not to mention, the collector’s box set contains a play set of every card in the set, including some very powerful cards that are only legal for Emperor Edition play.

 



One of the new Strongholds themed
around the mysterious Fudo Monks.
The set will be available in two different formats: the collector’s box set, and booster packs. The Collector’s Box Set contains a play set of the new cards, which means 3 of every card that is not Unique, and 1 of each Unique card. The box set is also the only way to get the cards that will be legal only in Emperor Edition, including the two new themed Stronghold cards – Foothold of the Mad and The False Path. The Collector’s Box set also comes in a special tin that will hold all your cards from the Coils of Madness. This set is a great deal too, at the low price of $100! I will note though, if you don’t pre order a box, you may not get one for a while! Legend of the Five Rings has a tendency to sell out the day it comes in store, and suppliers are hard pressed to keep up. But, if you pre order, you will already have one waiting for you!

 The booster packs for the Coils of Madness set are a little different from previous L5R sets. The biggest difference is that the cards do not have a rarity value. That is, there are no “Rare”, “Uncommon”, or “Common” cards in the set. Instead, each booster pack will contain 7 cards – 4 Non-Unique Cards, 1 Unique Full Bleed version of a card from the set (that means larger art, check out the difference between Delicate Gamble!), and 2 Unique cards from the set. Not to mention, for the first time in years, you have a chance to get FOIL versions of L5R cards in these boxes! You will also find a single character for each Great Clan that is only contained in the boosters, giving you even more options.

 

Legend of the Five Rings is a very story driven game, and Coils of Madness is no different in that regard. Returning to the tabletop in card form are some of the most popular characters from the past, who interacted with the evil Mad Dragon, Pan’ku. As the set revolves around the machinations of the Mad Dragon, a lot of new history is revealed, and these cards represent the characters in those histories. So, we get some pretty well known characters in a new “Inexperience” style. Check out Tsuruchi, which Mantis players will recognize as the Great Archer, for whom an entire family is now named.

 

Coils of Madness looks like it will be a great set for current players, new players, and future players throughout the next story arc. Get your decks ready for the end of the Emperor Edition, and boost your collection in preparation for Ivory.!

Monday, 22 April 2013


 
Today we’re going to take a look at the new Teen Titans set for HeroClix coming out in a few weeks. Teen Titans not only brings to the tabletop some very popular DC Comics characters, but introduces some new types of figures, including the SwitchClix Base and Team Base. Below we’ll take a look at some of the new rules for these figures, my own favourite figures (from those that have been previewed), the Release Day Events, as well as the special Pre-Order Only Prices for the new set!

 

New Figures: SwitchClix and Team Bases
Teen Titans introduces two new types of figures, which are closely linked to each other, to the HeroClix game. SwitchClix figures are removable from their Clix Base, allowing them to be played on their appropriate Team Base. Usually, a figure can only be used on a single Team Base, but certain figures (like Robin) can be used on more than one. These Team Members can even be removed from the Team Base and returned to their own Clix Base in the game, used for a bit on their own, then returned to the Team Base later on. That gives you a LOT of flexibility in the game!

When you design your Force, Team Bases can be taken just like any other figure, but increase their points cost by 5 for each Team Member that starts the game on the Base. Only figures purchased this way can go on the Team Base – so if you take the New Teen Titans Team Base, but pay for Robin separately, he can’t move onto the Team Base later on in the game. You can use any number of characters on your Team Base, starting with 3 and continuing until you fill up the base! Team Bases are only available in the Super Pack Boosters. They even come with three figures that can be added to the Team Base, allowing you to play with it right out of the box (as you need at least three members of the Team to use the Team Base). The other characters are available in the standard Booster Boxes.

Team Bases also have special Team Asset Dials (that change throughout the game) that open new abilities depending on the characters revealed on the dial and who are on the base. This means that each turn, the Team Base could be focusing on specific characters you’ve brought, giving you even more special powers! It also means bringing the entire Team on the base can have a HUGE effect on the powers and abilities of the Team Base. My personal favourite so far is Robin from the New Teen Titans Base (pictured here). When his face is revealed, the Team Base can use Outwit, and can only have Outwit used against them by adjacent characters! So to start shutting down the Teen Titans, you have to be close enough for them to fight back!

As I said, Team Bases are only in the Super Booster packs, and come with 3 Team Members already. By collecting the figures in the regular booster boxes, you can finish off your Team and unlock their true potential!

 

My Favourites (So Far!)


Nightwing 022 (SwitchClix Base)
If you haven’t read the Battle Report from March, you won’t realize how dangerous the current Nightwing can be. In his new Teen Titans incarnation, he’s even MORE so. Nightwing not only can join the Teen Titans on their Team Base, but solo, he has some serious stats and powers. Starting with an Attack of 11, and Defense 17 along with Super Senses, Charge,  3 Damage, and a special power: A Leader and a Detective. This special power gives him Leadership, Outwit, AND if an opposing character uses Perplex within 4 squares, he and his allies gain +1 to their Defense!

 Superman  066 (SwitchClix)
Superman gets a new version for his Justice League Team Base, but while flying around solo, he’s still a MONSTER! He starts off (and keeps for what his opponents will call ridiculously long time) Impervious with a nasty Defense 18, Super Strength, Running Shot, and his Special Power: Under a Yellow Sun. This power makes ranged attacks targeting him -1 Damage. Not only will he be nearly indestructible from Impervious, but ranged attacks will bounce off him if they don’t do at least 4 Damage!

Oh, and of course, Indomitable.

BAM Superman!

 

Release Day Events and Exclusives (here’s where I explain Pre-Order deals)

On the day the Teen Titans set is released, we’re going to be running some special events. I’ve listed them here, as well as some exclusive opportunities available to participants in the event. Exact dates and times will be announced on the Facebook Page when we get confirmation of shipping dates.

 

Sealed Tournament
A fan-favourite, the Sealed Tournament will have a special twist for anyone who Pre Pays for their spot in the event. If you have pre-paid for the event, you may purchase one figure from the Store Singles Rack (Teen Titans only) that is under 100pts to use in the event. Ever wanted just one more model with your chosen Team Ability? Maybe you need another Minion to deflect damage to. Well, here’s a way to make sure your Force is as strong as you can make it!

 

Store Trade-Ins
On the release day, we will be taking Trade-Ins of Teen Titans Rares and Chase Rares, as well as ALL SwitchClix Base Figures. For the release day ONLY, we will trade them in for up to 50% off HeroClix sealed product, or any HeroClix Singles.

 

Pre-Order Brick Deal
Anyone who Pre-Orders an entire Brick of Teen Titans will receive the Super Booster FREE! Yup, that means the Brick will cost $28.99 less than buying the entire Brick normally! This is for Pre-Orders ONLY. Act fast, or miss out on this amazing deal – once the boosters hit the shelves, the Bricks will go back to their normal price.

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.