Princes of the Apocalypse Part 15

PotAcover

Welcome back readers,

This week I get a full roster of players. Lothram and Grizilla return from the abyss and the party are finally whole (mostly as Rock was still wandering around the cavern solo). So the party was first split in two teams. Team A = Gevauden and Adran with Rock just missing to join. And Team B Lothram and Grizilla still resting at the entrance of the cavern.

Team B was mostly searching for the others and once they had met they continued to venture to the Bandit stronghold.

Team A on the other hand were first resting in their newly made sanctuary. Getting ambushed (as no one knows the value of standing watch). Fighting off some drow elves. Nearly getting killed by Rock and his Hammer (it was cursed with uncontrollable power). And drow poisons.

Once the team had gathered they encountered their fair share of traps, treasure, more treasure and the guardian of the room. A beholder. Once the fight and the looting were done (as well as salvaging the beholder for eyes) the team were then given a choice as there were three possible paths to continue to. Left, Right or Centre. They went Left?

Here is the short summary of the session:

Team A = Gevauden and Adran

  1. Resting in the Minotaur Maze after they made a wish to cleanse it
  2. 30 mins of arguing about who should get the Magic Lamp
  3. Ambush of Drow
  4. Rock joins the fight
  5. Rock + Hammer = cave-in
  6. Search for bandit stronghold entrance

Team B = Grizilla and Lothram

  1. Search for bandit stronghold entrance
  2. Finds a single Drow
  3. Questions?
  4. Lost in the caverns
  5. Spotted Rock
  6. Gathering the party before venturing forth!!!

As the whole crew

  1. Wall and Floor Traps !!!
  2. “Stealing” the spears (From the traps)
  3. A Room of treasure
  4. A Pit of Treasure
  5. Are there any enemies about?
  6. Setting an ambush!!
  7. More treasure
  8. A Beholder?
  9. Fight for their lives
  10. 3-way passage
  11. Let’s go Left?

[Insert full story here]

My Adventures – Campaign_1_My first character

4ednd01

Welcome back guys,

Here I’ll tell you guys about my very first character in this system and our very first real campaign as previous sessions was just one shot encounters that either the DM was still new playing the mechanic of the game or was just reluctant to even run. Each time I played in those one shots, the DM always tried to tpk (Total Party Kill) every time. Which as a DM myself don’t believe in that style of play. I believe that players should have challenges but those challenges should not be deadly every single encounter. Whether they be fights (monsters and the like), traps or talking encounters.

Like for example 5 players against 5 bandits should be a fair fight right? But with many DMs I had met prior to playing this campaign 5 vs 5 battles were near or very impossible to defeat. And even if you managed to defeat them the reward was very low.

The standard experience points for fighting bandits is 25 per bandit but since the experience points are divided among all players (that survive?) it means the fight was only worth 25 exp. In the older system of D&D to level up to level 2 was 2000 if it was a normal campaign 1500 for a quicker campaign (as you can see I didn’t say Easy/Easier) and 4000 for a hard campaign (this was for longer campaigns with heavy lore involved but not many players were able to use such lore at all whether it be for good or bad plays).  In every campaign I played, I was only ever awarded 10 exp per bandit and the bandits were tough to beat. Like having superly ridiculous powers or hit points or was some kind of demon. For all of our trouble, we only ever got 10 exp so back in the day I was very reluctant in playing D&D at all. But enough about the crappy past, let’s start with the new experience I had in this system of 4th edition D&D.

Now my first character was a Barbarian, a dragonborn barbarian. We all started at level 1 and I was the striker in the group. Meaning when we were deciding who got to play what I was lucky enough to play the one who would deal the most damage. But unfortunately the character only lasted 2 encounters. It was one session of Scales of War campaign. The first session was held on a public holiday when the store I now play at was closed for the whole day. The DM was my good friend Caps and had planned a 6 hour long one shot D&D session. I brought along my good friends Josh and Chris as well as the crazy amount of snacks. Another good friend of ours was Andy and Caps had brought along his friend Aaron. I hadn’t known Aaron at the time but we did need a fifth player to make the game even. So here are the details of all of our characters:

Me: Dragonborn Barbarian, who worshipped Bahamut god of protection and Justice

Josh: Tiefling Mage; who worshipped Sune goddess of Beauty and the Arcane

Chris: Human Swordmage; who was named John Doe (forever known as John Doe)

Andy: Elf Druid; who worshipped Silvanus god of nature

Aaron: Dryad Warlord; I don’t actually remember who he worshipped but I think it may have been the same a the Druid. Not Sure it’s been a while and I dont have that character sheet anymore. Probably lost in my room or thrown out from the last clean up we did.

Caps had also asked us beforehand to write a backstory. I still have it and it was the first time I ever wrote any kind of creative piece that wasn’t for school or Uni. I went a little overboard and wrote a 5 page back story. That was probably the start of my interest and obsession in all things writing. (I will post that Back story in a different post “Barbarian Back story”)

Both Caps and I had high hopes for that character as he had already started a story route for me. But contrary to our belief he died straight away. It was just bad luck on my end as I wasn’t able to hit the monsters at all in the second encounter.

His stats were actually good as I was a Min-Max player at the time due to all of the experiences I had prior. But here is the recount of the events that day.

We all started in a tavern in the town of Brindol in the Adventure of Rescue at Rivenroar. We had our introductions and few interactions with the bar and the people inside to set the proper tone of the situation. Then all of a sudden crash, the wall of the building explodes with goblins raiding the tavern and town. Most of us were pretty ready to handle the situation as we managed to roll high enough on our Insight or Perception to see or sense what was coming. Our Elf was the only one to fail in the check and was behind and startled.

Then we all rolled for initiative, and this was the start of where the Winston Roll came to be and started to be call “The Winston”. If you are wondering what a Winston is, it is when a player (usually me or most commonly me) rolls a natural 2 on a 20 sided-die or d20. I got the lowest intiative but I was able to act during the surprise round just last. The initiative order is as follows:

Warlord = 1st,

Goblins = 2nd,

Druid = 3rd

Mage = 4th

Swordmage = 5th

Human rabble = 6th

Me (Barbarian) = 7th

Everyone at the table including me was laughing at my crappy roll. Saying I suck and what not. Then in the Suprise round we reacted to the goblins by either attacking the pests or just equiping our weapons. I shot 2 of the goblins with my lightning breathe. There were 12 goblins and 10 human civilians. The goblins were here to kill and harrass the town through a raid. Since I was a a character that believed in protecting the weak I rushed to block the monsters from getting in further to allow the citizen to escape. Our Swordmage was more interested in looting the tavern and the Mage was more interested in escaping with her life. The Warlord on the other hand couldn’t care less to humans as she too had a conflicting relationship with them. So in the suprise round I was the only one to attack the menance. I also had to convince the Mage to aid me and was successful. Rolled a 19 on my check to get the Mage to aid in stopping the immediate threat. The Swordmage also helped after he had finished the looting the coins on the tables. After the first round all of us were in combat with the goblins and the Mage was the most effective as she was able to kill 2 to 3 goblins at a time. I managed to hold one of the bigger goblins with the help of the Druid and the Swordmage. The Warlord by round 2 was using her support powers to make us more effective. By the 4th round we had finished depatching the little nuisance and found out that outside there was another threat. We had no time to take short rests so many of our powers and abilities weren’t recharged/replenished. We had been healed during the fight and many of us didn’t to be healed.

Here in the secound encounter is were my dragonborn Barbarian dies. The encounter was us (5 level 1 characters) verse 3 goblins on a wagon and an ogre. Now an ogre is a level 8 monsters and would have slaughtered us but the balancing conditions were that the monster could not move from the wagon it was chained to. So naturally I charged the creature. I was playing the Barbarian the way it should be played (at least in my opinion). My friends Aaron, Josh and Andy were using their range attacks to defeat the ogre. While Chris and I decided to handle the creatures on the wagon via melee. I on the other hand had a lot of hit points (well I thought I did in the least) to just take on the monstrous ogre one on one. It was going well until I started getting a stroke of bad rolls. I kept rolling lower than a 7 each turn. So I would miss the creature by either 1, 2 or 3 points.

Now you all might be saying “how did you know the creature’s AC or defences? Were you cheating or meta gaming, perhaps?”. Well the answer to the first question is Caps our DM kept hinting it with his fingers everytime I missed. And no, of course I wasn’t cheating (or meta gaming). We all figured it out after someone missed with an 18 but hit with a 19. So the target to hit was 19 for AC. All of my attacks were against AC so I didn’t care about the other defences. Will was very easy to hit as our mage constantly hit with every attack. And since the creature was an ogre we all assumed that its Fortitude was very high.

After the 4th round of combat, I had been bloodied (which means I had taken damage equal to or greater than my maximum hit points) luckily only the swordmage had taken damage as well but he had used his second wind to heal himself instead of attacking that turn. I hadn’t used my second wind at this moment as I was “instructed” to keep up the good work (even though I had only hit the sucker twice). I think at the time everyone including me had forgotten that the ogre couldn’t move. I continued the assault.

Once the 6th round of combat had started, the warlord (our designated healer) was out of healing and I had about 2 hp left. So I decided to retreat, just before the swordmage would light the wagon’s barrels aflame to set the creature on fire and kill it as well. But I needed to run away so that I too wouldn’t be blasted with the monster.

The ogre gets an opportunity attack since I was leaving a space adjacent to it. The swordmage had an ability to mark the creature and while it was marked he would make it less accurate if it attacked any creature other than him. As well as reduce the damage of the incoming attack by 7.

I tried to make a run for a safe area but the attack catches me. The damage was 9 points to my hit points which was then reduced by 7 but it was still not enough. I go down. Since I was in the line of fire with the plan the guys decided not to go through with it as it would have killed me out right.

So they left the last barrel of oil on the wagon just out of reach of the ogre so that it wouldn’t be able to throw it.

Round 7, the ogre was still alive with it still not being bloodied. I make my saving throw and I succeed.

Round 8, the ogre is finally bloodied but I fail my first saving throw. If you fail 3 times you die. There was only one way for me to get back to life and that was to roll a natural 20.

Round 9, the guys were now unning out of every power they had and the ogre was still alive. Luckily it didn’t regenerate. I fail my second saving throw. Just one more and I had to make a new character.

Round 10, the ogre only had 15 or so hit points left. If combat ended here I would not have died but the druid and swordmage missed the ogre so we were only dealing 5-8 damage per turn. I succeed my saving throw. It was an 18. But what I needed was a critical to get back up.

Round 11, the ogre was on 3 hit points left and this is the round that ends my character. I failed the saving throw by 1. I rolled a 9.

After my character died. The ogre was defeated with the mage’s turn. It was only revealed to us that turn that the ogre only had 3 hp left and I just laughed at the predicament of making this character and backstory but was just not lucky enough to survive.

 

Well thats about it for this part of My Adventurers series. Next time I will tell you guys about the Rogue (my next character) that caused a lot of mischief. That character didn’t die for at least 2 1/2 years. My friend Josh and Caps helped me build it. So until next time.

Aiding Farmers’ of Red Larch – One Shot

Red Larch

Welcome Readers,

In this one shot session I guide 5 adventurers to the town of Red Larch and have them encounter the town as well as the game of Dungeons and Dragons 5th edition.

For the sake of player name, I will refer to them as the classes of their characters. I placed them in the starting point in hopes they would join the rest of the crew. But that wasn’t the case. I had a plan to do this as well but with the group somewhat mixed in terms of levels of experience as well as knowledge of the game it was not really probable. So I needed to make a decision of either starting again with the whole team back in Red Larch or just run them at the same time. I ran them at the same time. It was crazy. But by the end of this session, one of my players decided it was best to just run a different session altogether. With him as a DM of that group.

This group was mostly full of young teens that wanted nothing more than to destroy and cause chaos for the world of d&d. Starting with Red Larch. But unbeknowst to them I was experienced enough as a DM to react to their crazy requests like robbing townsfolk or killing other player characters, just to act some pented up frustration they had with them for the course of the day or trying to act like adults in a world of fantasy. As weird as their requests were I was more shocked that they were so tame. Maybe I’m just that messed up.

The other players was an older player returning to the game and all of his action were somewhat bland but appropriate, like heading to a tavern and casually taking his time like it was real life. The last player was still very new to this game and she was very engaged with acting her character and learning about the world.

Player Characters

  • Level 1 Gnome Ranger – Beginner level
  • Level 1 Wood Elf Druid – Beginner level
  • Level 1 Human Rogue – Beginner level
  • Level 1 Half-Orc Figher – Beginner level
  • Level 1 Human Fighter – Advanced level

 

Here is what happened to them in this session:

1- Entering Red Larch

2- The Rogue is searched & stolen from & zapped

3- The Druid is shunned by the stablemaster

4- Druids can indeed heal

5- Fighter enters the tavern + casual ale + having a chat

6- Fighter gets a quest = Help the farmers

7- Ranger enters the Three Brothers shop

8- Half-Orc joins the Druid and Rogue

9- Ranger recruits allies

10 – Adventurer’s arrive at the farm

11- Scaring those poor farmers

12- An Ambush!!

 

[Insert Full Story Here]

Princes of the Apocolypse Part 12

PotAcover

Welcome back readers, in this session the crew was missing Gevuaden, Lothram and Grizilla. Gevuaden’s player had Uni exams. While Lothram and Grizilla were still sick. But in terms of the story, the remaining team managed to cross the secret tunnel avoid the traps and hunt down some retreating bandits through the cavern.

Also, this session was hectic for me as I was running 2 different games of D&D at the same time. I will write that story in a different post. So the table had 8 players.

3 players were from the regular session (Adran, Randal and Rock). They were experienced players so waiting wasn’t a problem.

The other 5 were very new to the game. One of them had played other roleplaying games and had hosted his own sessions but from my experience with playing in his session it was combat oriented regardless of edition or game format. 3 of them were young teens so that was different. The name of the Session will be called [Aiding Farmers’ of Red Larch?]

Anyway, in this session of Princes of the Apocalypses. The crew struggled to understand that none of them were equiped with dealing with traps as none of them were rogues or had a set of Thieves’ tools. Magic could be used but Adran was very mindful of the DM? as he thought I would be trying to kill the party. Or TPK (Total Party Kill). I never liked the idea of killing the players just for the sake of killing. I wanted them to journey through the story and struggle… I mean overcome the trials I placed in front of them. So that it would be a memoriable time.

Instead of the standard, Talk to NPC = Fight monsters, then fight boss scenerio. I have played far too many times. If you’d survive you would get a reward but if you failed you died. Failing shouldn’t kill your character (maybe in a fight).

Team

  • Randal Level 5 Ranger
  • Rock Level 5 Fighter
  • Adran Level 4 Wizard

Here is the short summary of the session:

1- Randal leaves notes

2- Rock leaves notes on valley stones and walls

3- All characters enter the tunnel

4- Traps?

5- Avoiding and Dodging

6- Checking for traps!!!

7- Eavesdropping on bandits

8- Get ’em (The chase)

9- Passages + Rock = Blocked

 

[Insert Full Story Here]

Princes of the Apocolypse Part 11

PotAcover

Welcome back my readers, I know the readers of this campaign blog have all probably stopped coming back when I stopped writing them but that’s ok. This part of the story was run on the 28/8/2016 and I have had many unfortunate events happen to me during that time to this day (of 23/6/2017).

But enough of that, in this part of the story the crew have just returned to camp and dealt with the manticore they had been plaguing. Here I had to run the session in 1 hour turns as one of the characters wanted to rest after his ordeal in the bandit camp (or Stronghold due to the size of it). The reason for that was to attune a near legendary item he had acquired. It was Very Rare of rarity in terms of items in the Dungeon Masters guide. So I had the player meditate for 8 hours straight, without interruptions or would have to start again. It seems easy right? But since the rest of his team were raring to go and dispatch the bandits thinking there would be only about 50 or so, were very impatient.

After 4 hours though the crew head over to the bandit camp with Adran and Gevuaden as a guide. But misfortune follows them with every turn as it seems they are lost in the valley. The cause? Well that was the work of Handee the sneaky halfling. After they get themselves out of Handee’s maze. The crew must defeat him to proceed. But that wasn’t the only explosion waiting for the crew.

At this point of the adventure, I only had 4 of my regular players as the two playing Lothram and Grizilla were sick. I needed to at least stall the session as these players did not have enough information about the mission to proceed. I gave them 4 hours (turns) to get that information while Adran was resting but none of them even tried. Gevuaden just waited with Adran and ignored the potential of getting to know the NPCs or at least milk them for information. But that didn’t happen. Randal was more interested in action. And Rock was well Rock. So I made all of them have encounters with Handee (who had cast a Mass Suggestion spell on all of them) and Kriv to sort of use subtle hints to talk to the NPCs but that didn’t work. So I made them get lost in the valley. Only Adran voiced his concerns after the 3rd hour of meeting the halfling on the boulder. That something was up. I had them get lost as an obstacle instead of yet another fight. But it was very hard for them to overcome for some reason. It was a Suggestion spell combined with Hallucinatory Terrain and I would have thought the first reaction would be to attack the annoying halfling but I guessed not.

 

Team

  • Randal Level 5 Ranger
  • Rock Level 5 Fighter
  • Adran level 4 Wizard
  • Gevuaden Level 4 Witch Hunter

 

NPCs

  • Handee, the halfing
  • Kriv, the goblin Scout

 

So here is the short summary of what happened:

During the 4 hours of meditation

1st Hour

  • Adran being harrassed by Kriv and Handee (curious to what the wizard was doing) but Adran ignores them
  • Randal starts to learn Draconic with Lothram through studying
  • Rock gets bored and prays to a random god. Fire stack + War dance.
  • Gevuaden removes the two harrassing NPCs and ties them to a burnt out tree stump.

2nd Hour

  • Randal continues to study draconic
  • Adran continues to meditate
  • Kriv escapes from the tree
  • Rock continues his war dance
  • Gevuaden chases Kriv as a result, Kriv crashes into Adran and distrupts his meditation

3rd Hour

  • Randal continues to study draconic
  • Adran sighs… tries to rest for the remainder of the 2 hours
  • Kriv releases Handee
  • Gevuaden observes Rock
  • Rock riles the gods by building another Fire stack and more dancing

4th Hour

  • Randal continues to study draconic
  • Adran gets frustrated and blasts Gevuaden with a Firebolt spell
  • Rock’s prayer is answered by Talos god of storms with a Longsword of storms (Legendary rarity)
  • Rock fails to impress Talos and loses his right picky finger. In his frustration kicks the halfling wandering about into the valley

Journey to the bandit camp

1- Randal tells Lothram where he is going

2- Preparations semi-complete?

3- Following Adran and Gevuaden

4- Meeting Handee sitting on a boulder

5- Ignore Handee

6- 1 Hour later > Meeting Handee again?

7- Rock charges to attack = Hole (600ft drop) + underwater spring?

8- Avoid the Halfling

9- Later in 1 hour > Meeting Handee once more !!!!!!!

10- Adran breaks out

11- Adran leads the team = fighting Handee + 3 chests? (They were bombs)

12- Secret entrance + treasure chest [=p]

 

Full story

  • [insert here]

Princes of the Apocolypse Part 10

PotAcover

In this session the crew joins up with each other after a while being prone to being soloists. Adran and Gevuaden finally make it out of the bandit camp with information rather than completing the quest. Since 2 vs 1000 did not have a good success rate. The team battling the manticore had succeeded in capturing their quarry were at first salvaging eggs of the beasts then running for their lives towards the camp.

By the way, in terms of time in game last session was a new day and by the end of that session it had only been 1 hour. By the time they had finished with their hunt of manticore only 20 minutes had past. So it was still breakfast time. When Adran and Gevuaden arrived only 3 minutes after Rock’s team returned.

Team A

  • Rock level 4 fighter
  • Randal level 4 ranger
  • Lothram level 3 ranger
  • Grizilla level 3 cleric

Team B

  • Gevuaden level 4 witch hunter
  • Adran level 4 wizard

NPCs

  • Handee, halfling forester
  • Daemon, tiefling wizard, Ship’s Captain
  • Lillianna, wood elf alchemist, Navigator
  • Flint, mountain dwarf bard, Cook
  • Kriv, goblin scout, Engineer
  • Fredrick, human rogue, Lookout

Pets/Animal Companions

  • Scratches, bear companion of Lothram
  • Wolfy, dire wolf – purchased by Gevuaden but follows Rock
  • Daramar, Saber toothed tiger
  • Aggie, horse of Grizilla

 

Here is the short summary:

Team A

1- The small one captured

2- Meet you back in camp ~ Fredrick

3- Maybe we can get scrambled eggs?

4- More Manticore

5- The chase

6- Returning to camp

 

Team B

1- Find the exit/entrance?

2- Halfling will guide us

3- Back to the Valley

4- Handee is Handy

5- Meeting with the crew

 

The whole crew (this is the fight with the remaining manticore after the chase as well as the return of Team B)

1- Fighting 1 more manticore

2- Caging complete

3- Breakfast time + reward time

4- Information is important

5- Time to start the Mission

6- Just 4 hours… Please!!?

 

Full story is being written…

Street Fighter – If you are playing this right you should be shouting at your friends

StreetFighter.jpg

This game is a Deck Building game with the spirit of Street Fighter the Video game. Its theme is Capcom’s Street Fighter. The game itself is still in the spirit of building your deck and gains points. Anyway, I have played this game so many times since the time I first bought it as an impulse buy.

It said Street Fighter, I like Street Fighter. It said Deck Building on the box, and I like Deck Building games. My friend Caps was the one who showed me the game and I said is it any good? He didn’t know but I decided to buy it anyway. That was (at the time) their first copy of three in the store and also in the warehouse. After we skimmed the rules, and played it. It was all and all, fun. I got to play classic characters like Guile and Ryu but not Blanka who is my favourite when spamming the lightning attack.

But this was a Deck Builder just like all the others that had come out that year. So the mechanics of the game is everyone starts off with the same basic deck and builds up their decks with cards they purchase with the money (it’s called Power) they have that turn from either the common cards i.e. Kick and the Field area. The field area has 5 cards available each turn that are mostly different.

The types of cards that may appear in the field area are Super Powers, Villains, Heroes, and Equipment. They all have many different effects and are used in many different situations. Near the field area, there are location cards that give you special ongoing effects each turn once acquired. But of course, these locations have a much higher cost. Locations are very powerful cards as they enhance your deck farther by the effect it provides you. But to acquire one of them you will need to face the boss (an unused character’s attack) it will either penalise you or will do nothing, this attack can be defended as well so you get a sense of timing your cards.

Here are some examples of cards.

Villains:

  • Juri = +2 Power, choose a foe. Attack: that foe discards a card. And it cost 2 power to buy.
  • Gill: +3 Power, choose a foe. Attack: that foe puts a Weakness (card) on top of his deck. Cost of 5.
  • Balrog: +2 Power, choose a foe. Attack: that foe discards a Punch (card) or gains a Weakness (card). Cost of 3.
  • Master of the Fist: +2 Power, choose a foe. Attack: That foe discards a card at random, and you have +Power equal to its cost. Cost of 6.
  • M. Bison: +3 Power and you may choose a foe. If you do, Attack: Put a card from your hand of discard pile into that foe’s discard pile. If they avoid this Attack, destroy that card instead. Cost of 7.
  • Sodom: +2 Power, you may put the top card of the main deck under your Super Hero. If it’s an Equipment, gain it instead. Cost of 5.
  • Sagat: +2 Power, you may destroy a card in your hand. If you do, +Power equal to its cost. Cost of 6.
  • Seth: Play the top two cards of the main deck, then return them in any order. Cost of 8.
  • Hugo: +2 Power, choose a foe. That foe cannot use a Defence card during your next Attack this turn. Cost of 3.

Super Powers:

  • Hundred hand slap: Reveal the top two cards of your deck and draw one of them. You may discard the other or leave it on top. Cost of 3.
  • Sonic Boom: You may destroy a card in your hand or discard pile. If you choose not to, +2 Power. Cost of 3.
  • Shinku Hadoken: +2 Power, when you are attacked, you may reveal this card from your hand. If you do, put a Weakness (card) on top of the attacker’s deck. Cost of 4.
  • Flying Barcelona: +5 Power if you have played two or more Villains this turn. Otherwise, +2 Power. Cost of 3.
  • Gohadoken: You may destroy a card in your hand or discard pile, and then draw a card. Cost of 4.
  • Galactic Tornado: +3 Power, when you are attacked, you may reveal this card. If you do, the attacker gains a Weakness (card). Cost of 6.
  • Psycho Crusher: +2 Power for each different non-Starter card type you play or have played this turn. Cost of 8.
  • Tiger Shot: +1 Power and draw a card. You may destroy a card in your hand. If you do, additional +3 Power. Cost of 6.
  • Hadoken: +4 Power. Cost of 6.

Heroes:

  • Cammy, Delta Red: +2 Power, if you defeat or have defeated a Super-Villain this turn, you may put a Location from your discard pile into play. Cost of 2.
  • Hot Blooded Sumo: +4 Power if you have drawn one or more cards this turn. Otherwise, +2 Power. Cost of 3.
  • Sakura: Draw a card. Defence: you may discard this card to avoid an Attack. If you do, draw a card. Cost of 3.
  • Mystic Yogi: Draw a card and play it twice. Cost of 4.
  • Ken Masters: +1 Power, you may destroy a card in your hand or discard pile for each other Hero you play or have played this turn. Cost of 4.
  • Red Cyclone: +2 Power, You may put a card in the Line-Up under your Super Hero, and then replace it. Cost of 5.
  • Fei Long, Hong Kong Action Hero: Draw a card for each different cost among even-costed cards you have already played this turn, including this one. (0 is even.) Cost of 6.
  • Jungle Warrior: +2 Power, at end of game, this card is worth 5 VPs if you have 5 or more different Super Powers in your deck. Cost of 5.
  • Soldier of Justice: Put two cards of the same card type and cost 7 or less from your discard pile into your hand. Cost of 6.
  • Tireless Wanderer: +4 Power, put all Punch cards from your discard pile into your hand. Cost of 8.

Equipment:

  • Balrog’s Gloves: +1 Power and choose a foe. Attack: that foe puts a Weakness (card) on top of his deck. Cost of 2.
  • Ryu’s Headband: If this is the first card you play this turn, discard your hand and draw four cards. Otherwise, put your deck into your discard pile. Cost of 2.
  • Sagat’s Eyepatch: +1 Power, you may destroy another card you have played this turn [its effects remain.]. Cost of 3.

Game 1 = Me Vs Caps (Fei Long Vs M. Bison)

In this game, the start was quite punishing. With all the cards costing a minimum of 6. But as soon as a removal card, it was a Gohadoken. Since we were both trying to get some of the 6 drops, we had plenty of Kicks and I was able to get the Gohadoken. But what came out was a Juri. Since I’m a very greedy player, I tended to go for more power card like Hadoken or anything with +3 power on it. My hero was Fei Long and when you play him you choose a number and your opponent discards all of that cost from their hand. Since it was a bad start and I knew Caps very well and that he would only goad me into thinking that he only had 3 drop cards. So instead of buying my Ultra card I just kept buying cards from the centre stack.

That was my biggest mistake. As caps started to buy his Ultra two turns after. And he only needs to call out a colour (card type). Blue (Hero), red (villain), orange (super), and grey (equipment ~ but no one ever picks it). Man I had so many red cards in my deck and hardly any defence cards to block his attacks. Also either I’m very unlucky or the game just hates me, but I never ever get to buy the cheaper cards. Juris or Cammys. But whenever I open the board Juris and Cammys always come out. (It’s so annoying…) Anyway, we finally had enough to start buying locations, but since I didn’t have any defence cards I would always get the Super Villain’s attack, like weakness cards or needing to re-buy a card.

Here is the most annoying part of this game though, whenever Caps would attack me I would have no defence cards. But whenever I had my defence cards in hand he would never attack me. Although when it was my turn to attack him he manages to defend every attack. With some occasions, the attack not really affecting him in the slightest. But there was a turn where he used 2x Juri to lure out my defences and then use his Ultra to reduce my hand to zero cards. Man that sucked ~ We also call that Time-walked or Time-stopped. It’s a magic term. I had perhaps skipped my turn 4 times because I had 4x Weakness cards in hand or because I had not enough power to buy one of the available cards.

But every time we passed our turns it was a good laugh. I may have lost a lung or two laughing so much from this game. We always warn each other not to drink anything when playing this game, because in this game in particular one of us laughed so much that the other was sprayed with whatever the other was drinking. And I have to say it was sticky. Not gonna say who got sprayed though.

So by the end of the game I won by 4 points. It was a close game too. But during the game I was frowning and laughing at the same time. It was weird. When I won I screamed it out, “YAAAAAAASSSSSSSS” main reason is Fei Fei is shit. His attack never triggers and I had to rely on his counter-attack which is ok =L.

In the next game with the three of us playing I did not win but the game was still very funny.

Game 2 = 3 player free for all. Caps Vs Me Vs Evil (Sagat Vs E. Honda Vs Zangief)

This game was very punishing, especially to me. I started the game and there was a lot of removal cards. Sonic boom, Sagat’s eye patch and even Gohadoken. I had a 3 power start so I got the Sonic boom. And since Evil got the worst start which was the 2 power start I also got the eye patch. Caps got the Gohadoken. But Evil still bought a Juri on the first turn.

I managed to remove 5 basic cards but turn 5. It was amazing, my deck was very streamlined. I got my Ultra somewhere in midgame. Like I said before I like to buy the really expensive cards first then buy the locations which have more points overall but the first location was the worst one in my opinion, Hong Kong. This location gets you equipment cards from the main deck for free but it never triggers.

Strangely enough this game it trigger 3x. Evil was the one who got the location and both me and Caps were perplexed. I got only one location in the entire game, Japan. You get hero cards for free from the main deck. There are 8 locations and Caps got 4 of them and Evil had two during the game and he was also the one who ended the game. (It should have been me *3*).

In this game we all had a lot of back and forth attacks. Most of the Balrogs were hitting me since I no longer had any punch cards. I had removed 15 basic cards from my deck. Yes, you might be thinking “Wait you only start with 10 basic cards 7x punch and 3x vulnerable” well my friend Evil, kept giving me his. With his Ultra. So I had to keep removing cards during the game.

Here is the worst memory of this game, it was Caps’ turn and he had his Ultra in hand with 2 removal cards ready to active. He used his gohadoken to remove 1 basic from his bin (discard pile) and drew a mystic yogi card. This now meant he could pull some BS by removing a lot of cards then attacking with his Ultra. I did not have a defence card since I used it the previous turn to block Evil’s attack. Caps managed to remove 6x cards some of which weren’t basics then attacked. Evil blocked it and I got 13x weakness cards. So we all laughed (I raged X~X) at the result of the attack.

So for most of the game I had to pass my turn, due the fact I had 3 – 5 weakness cards in hand. At times I would be attacked and gain more weakness cards. This was the game of many that we actually ran out of weakness cards. Most were in my deck and hand T_T.

The score was 69 vs 34 vs 93, Caps vs me vs Evil respectively. [sigh~~~] I was raped so to speak.