About Tyler

In the wilds of Vermont.

Decked! #27: Crazy Wizards vs. School for Sorcerers

Crazy Wizards

Total Cards: (40)

Character: (25)
1x Elise Warren (Written and Bound)
1x N’yog-Sothep (Seekers of Knowledge)
2x Victoria Glasser (Core Set)
3x Bringer of Fire (Ancient Horrors)
1x Wandering Inmate (The Horror Beneath the Surface)
1x Painter of Delusion (Shadow of the Monolith)
2x Demented Phrenologist (The Twilight Beckons)
1x Old Man of the Woods (The Order of the Silver Twilight)
2x Performance Artist (Core Set)
1x Arcane Initiate (Core Set)
1x Hand of Aforgomon (The Key and the Gate)
1x Salvatore Neri (Terror in Venice)
1x Yog-Sothoth (Core Set)
1x Aliki Zoni Uperetria (Seekers of Knowledge)
2x High Wizard of the Order (The Order of the Silver Twilight)
2x Lodge Barkeep (The Order of the Silver Twilight)
1x Clifton Rosenberg (The Order of the Silver Twilight)
1x Lodge Librarian (The Order of the Silver Twilight)

Support: (5)
1x The Tattered Cloak (The Key and the Gate)
2x Arkham Asylum (Core Set)
2x Cryptic Writings (Search for the Silver Key)

Event: (10)
1x Apeirophobia (Never Night)
2x Fist of Yog-Sothoth (That Which Consumes)
1x Calling the Williwaw (The Key and the Gate)
1x All are One (The Spoken Covenant)
2x Feint (Secrets of Arkham)
1x Outmaneuvered (Denizens of the Underworld)
1x Polar Fog (At the Mountains of Madness)
1x Unbound! (The Order of the Silver Twilight)


School for Sorcerers

Total Cards: (40)

Character: (25)
1x Nigel St. James (The Shifting Sands)
1x Son of Yeb (Core Set)
1x Whitton Greene (Seekers of Knowledge)
1x Wizard of Yog-Sothoth (Secrets of Arkham)
1x Blood Magician (Conspiracies of Chaos)
2x Guardian of Dawn (Terror in Venice)
2x Archaeology Interns (Into Tartarus)
1x Unscrupulous Acquisitionist (The Gleaming Spiral)
2x Key-seeker (Curse of the Jade Emperor)
1x Magnus Stiles (Shadow of the Monolith)
1x Wilbur Whateley (The Key and the Gate)
1x Carl Stanford (Seekers of Knowledge)
1x Arcane Initiate (Core Set)
1x Richard Pike (Seekers of Knowledge)
1x The Red-Gloved Man (Whispers in the Dark)
1x Andrew-Chapman (The Key and the Gate)
1x Cub Reporter (Seekers of Knowledge)
1x Matthew Alexander (Seekers of Knowledge)
2x Alternative Historian (Seekers of Knowledge)
1x Cultist of the Key (The Wailer Below)
1x The Day Dreamer (Twilight Horror)

Support: (8)
1x Guardian Pillar (Search for the Silver Key)
1x The Rays of Dawn (Twilight Horror)
1x Medico Della Peste (Terror in Venice)
2x Elder Binding (Aspirations of Ascension)
1x Rabbit’s Foot (The Spawn of the Sleeper)
2x Cryptic Writings (Search for the Silver Key)

Event: (5)
1x Calling the Williwaw (The Key and the Gate)
1x All are One (The Spoken Covenant)
1x Fist of Yog-Sothoth (That Which Consumes)
2x Feint (Secrets of Arkham)

Conspiracy: (2)
1x Unending Festivities (Terror in Venice)
1x Combing the Archives (Lost Rites)

In the first round of Black Moon Games‘ Call of Cthulhu draft, Toby fields Crazy Wizards against Tyler’s School for Sorcerers. It’s Hastur, Silver Twilight and Yog-Sothoth against Miskatonic University and Silver Twilight.

Check out the deck lists for both decks. Toby sorted their cards after getting home, so the Crazy Wizards  list is an approximation. Some possible other cards included were Nathan Wick and Erasmus Manor.

I said this during the commentary, but Blood Magician did amazing work in this draft for me. First it gave the edge in many icon struggles, and then it attracted other players’ ire, using up their resources taking out Blood Magician instead of focusing on other areas.

Subscribe to Decked! on YouTube to catch the whole series of games from Brap’s Magic, and more live-on-tape card game fun.

Boarding Man’s Promise

 Skull & Shackles convened this week for what turned out to be the taking of Man’s Promise. We did a bang-up job of securing the sterncastle, as well as repelling a band of grindylows. Dealing with the goons Plugg sent down into the bilges proved more troublesome, but ultimately soluble.

Our GM Mike did a bang-up job with the miniatures, right? He built both the Wormwood and Man’s Promise and painted most of the figures you see — excepting Usidore the Blue, of course.

Decked! #26: Call of Cthulhu January 2016 Draft Deckbuilding

Returning to the Call of Cthulhu draft held at Black Moon Games, Ray goes over the cards he’s pulled and his strategy for the upcoming matches against fellow players.

Subscribe to Decked! on YouTube to catch the whole series of games from Brap’s Magic, and more live-on-tape card game fun.

Skull & Shackles: Dire Rats Redux

Four shanghaied adventurers face off against dire rats in the bilges of a sailing ship, as role-playing minis on a map.
Can you pick out Usidore the Blue in this picture? He’s a water wizard, ‘Arry.

After a very, very long run-up, I got to join in a nascent campaign of Skull & Shackles, which readers may recall I have sampled before. Hopefully this time, bot fly fever will be less of a crushing burden.

Decked! #25: Call of Cthulhu January 2016 Draft

Black Moon Games hosted a Call of Cthulhu LCG draft recently, and Decked! was there to catch the action. Before we get into the matches of the day, let’s look over Ray’s shoulder to see what he selects from the cards offered to him, and get some insight into his drafting process.

Subscribe to Decked! on YouTube for the latest in live play videos.

Defending Egil

Defending Egil the Icelander from the search party of Erik Bloodaxe, as rendered in Heroscape tiles.

Defending Egil the Icelander from the search party of Erik Bloodaxe, as rendered in Heroscape tiles.

I played in a session of Fate of the Norns: Ragnarok yesterday that includes this amazing spread of Heroscape terrain and traditionally painted miniatures, as well as Egil the Icelandic Heroclix (Mage Knight, maybe?) figure. This was the second part of the scenario in the back of the core book. Everything points to the next stop in this pick-up campaign being Iceland itself. We glossed over how NPC-ified Turborg might rather return Ingrid to her father in Dublin immediately.

Zero Hour: Survival Horror Card Game

Two character cards from Zero Hour, with period photographs of two children.Last night, library game night kicked off with Zero Hour, a card game based on the Slender Man mythos. In short, each player has a ensemble of young children, led by an older young adult with a psychic ability, that must be shepherded through a night wandering through the woods, stalked by the Slender Man, and hope to make it until the morning. Each surviving child is worth so many points, plus any interesting items they may have picked up along the way, which determines the winner at the end.

It’s a decent premise, but holy cow, the game itself is long and uninteresting. A turn consists of drawing an exploration card for each child in your charge, which is most likely to injure their sanity score, or have some other negative effect. Rolling a d6 to beat a variable target number resolves those effects. So the game is wholly luck-driven and very repetitive: draw an exploration card for a child, typically roll a die to determine success or failure, repeat for each child in your group. And as the number of players increases, so does the wait between each of your turns.

Zero Hour has an interesting theme — mainly with regard to how a deliberately invented mythos from the 2000s is slowly becoming part of our culture — but the game play itself is practically non-existent. There are few choices, and none of them felt very significant. This is the kind of game that plays around you while chatting with other players until the turn comes around, you do your business and return to chatting, waiting to be tapped on the shoulder because it’s your turn or someone’s targeted you with an effect.

Sentinels of the Multiverse Concludes

Baron Blade glowers behind the heroes from lef to right: Tachyon, Absolute Zero, the Wraith, Legacy and Bunker.This past Friday, Greater Than Games made official what they’d been saying for years now: the end of the Sentinels of the Multiverse game line is nigh. While not necessarily news to anyone who’s followed the company’s progress, as they’ve been very open about following a storyline through the game and its expansions with a distinct conclusion, it’s still a little jarring for them to make good on it. As the board game hobby has bloomed, it’s become de rigueur for popular games to be followed by an endless string of expansions until such time as the sales are no longer worth the expense of publishing them.

My enjoyment of the print version waxes and wanes and right now is waning as I consider the prospect of toting around two more big boxes’ worth of expansion materials — the promised OblivAeon, plus Villains of the Multiverse — even in light of this all-in-one storage option Greater Than is teasing. But this campaign is the game’s last hurrah, and will include the long-promised pack of variant heroes, so maybe I will decide to retire my proxies after the “one with everything” pack appears.