Treachery is an effective strategy. How it will fare over multiple games remains to be seen.
Uristy is slain!
Ronald Bones is slain!
While most of their artefacts are lost in the confusion, Bones' Tear and Uristy's set of keys are salvaged from the destruction. Meanwhile, the Gremlins retreat into the labyrinth to see if there's any good looting, freed from their obligations.
Round 6By the end of this round, surviving players will find a way past the traps by tracking the Glutton's steps. However, an effort to bypass the Intrigue challenge can still be made. The
Bones' Knife slinks into the shadows, gone for now...
Supply Phase is underway,
Placement follows.
Pieces in Play
Mopples (The Warrior) - A mermaid toughened by years of adventure, always ready to fight.
Special: Initiating "Combat" actions is 1 card cheaper. Base Stats: Combat 3 Intrigue 2+1 Puzzle 2
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
Tomb Keys [Artefact] - A set of mysterious iron keys and an amulet.
- Special: Unlock the tomb doors. Bypassing the Tomb's defences is an Intrigue 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
Uristy McDwarfy (The Artist)
Valer the Firesmith (The Smith) - Your experience makes crafting easier and less expensive.
Special: Artefacts cost 1 less card to place. Base Stats: Combat 2 Intrigue 1 Puzzle 2+10
Map to Tomb [Artefact] - An ancient scroll detailing the exact location of the Tomb of Salus.
- Special: With this Map, finding the Tomb is a Puzzle 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
DOGSBODY [ARTEFACT] - Sometimes you need someone to do the heavy work of setting up traps, or of standing on the pressure plate to see what happens. This unfortunate fellow is that someone. +2 to Puzzle. Cost: 4 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
GLASS OF TRUE SIGHT [ARTEFACT] - Allows you to see through any illusions, and through some walls and hidden traps as well! +4 to Puzzle. Cost: 6 Cards.
KOBOLDS [FACTION] - A clan of these beggars keeps setting mantraps throughout the jungle. You've nearly lost a leg twice already to them. On the other hand, their craftsmanship is impressive...
Ruler (Pawn) Benefits: +3 to Puzzle. Puzzle action 1 card cheaper to initiate (stacks with Wizard etc).
Player Benefits: Artefacts are 1 card cheaper to place.
Costs 6 Cards to play.
Stats: Combat 2, Intrigue 2, Puzzle 3.
King Ronald Bones II (The Glutton)
Varian d'Avistral (The Fool) - You aren't smart, you aren't strong, and you aren't guileful. But you are damned lucky.
Special: Initiating actions against this pawn is 2 cards more expensive. Base Stats: Combat 1, Intrigue 1+1, Puzzle 1
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
ALCHEMIST'S FIRE [ARTEFACT] - A tiny jar with a fiery package. Discard as part of a Combat attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
Independent Factions
GREMLINS [FACTION] - A pack of these irritating little creatures lives in the jungle, stealing food and cutting the straps on your baggage for fun. If they could be swayed, they would make mischevious little allies...
Ruler (Pawn) Benefits: +3 to Intrigue. Intrigue action 1 card cheaper to initiate (stacks with Thief etc).
Player Benefits: When initiating the Intrigue attack (with any Pawn), may opt to Steal an artefact on a success instead of killing the target Pawn.
Faction Stats: Combat 2, Intrigue 3, Puzzle 2. Costs 6 Cards to play.
Mopples 5 2 5 5 8 6 4 7 7 7 10 10 6 9
Valer 5 1 4 4 7 7 7 10 3 3 6 4 0 3
Varian 5 2 5 5 8 4 4 7 7 7 10 5 6 9
Current Waiting ListWeirdsound (Ramespi)
Kashyyk (Kwong Xing)Varee
Salsacookies
Going to count Varee as losing first, for this one, so he gets slightly preferential waitlist position, unless he doesn't put up a sheet for a future round. Since a board only has 5 players, it looks like Weird and Kashyyk will continue on unless one or more of the current Tear-holders bites the dust before the end comes.