Dreamer: The Nightmare Keyword

This is the first crew I ever built and learned in Malifaux back in 2E, and its gone through a lot of iterations. Back in the day, you could swap Dreamer and Chompy back and forth. Earlier in 3E, Dreamer felt dirty to play: his Lucid Dreaming would add up to the point where in turn 3, you'd have most of your weaks pulled out, and you'd tend to win strictly off of your strong deck alone. The errata has brought the crew back to a normal level, and I'm overall happy with the changes. I have a personal connection with Dreamer as well. When I was a kid, I had terrible vivid nightmares for many years, mostly of hordes of giant rats coming out of the dark to eat me alive. After a long time, I eventually learned about lucid dreaming and slowly gained control over my nightmares, and now I have a semi-recurring dream world I visit every night where I have full-on anime protagonist powers. ANYWAY, onto the content.

tldr:

Strengths: Tarpit, healing, willpower attacks, ignore armor/incorp, terrifying, movement tricks, card manipulation

Weak against: Hand attack, guns, anti-healing, gravity well, staggered, ruthless

Feed on Fear

Almost every model has this ability, excluding Dreamer and Daydreams. Whenever an enemy model in this model's engagement range fails a willpower duel, this model heals 1. This can feel very limited when you first start playing the crew, but once you learn to keep your models engaged all the time, you can heal a lot by attacking your enemies.

Lucid Dream

This is the main ability of the crew. It's a bonus action available on Lord Chompy Bits and all the minions. Reveal the top 3 cards of your Fate Deck. Choose a non-Joker and remove it from the game, then discard the other cards. Without getting too into the weeds, Dreamer wants to pull weaks out of the deck to maximize efficiency, pulling severes to enable Stitched Together. Keep in mind that you have to put back cards at the start of each turn (rounded up), so you want to make sure you'll end up with an even number of cards removed. Insomniac, on the other hand, wants to be pulling high cards for the hand swap. Some games you'll get exactly the card you want to pull and the others are ones you want in your deck, other times you'll get 3 of the same relative value and you have to make a tough decision. Also, remember which suits you value the most, sometimes pulling a high mask is not worth it because it reduces the chances of Dreamer getting a big summon, for example.

Dreamer

Dreamer used be a little kid, but now he's a mouthy ruffian. Generally I'd say he's mostly a disruption Master, he's annoying to deal with and he summons in some great tar pits right on your enemies. Diversion is such a good ability, and I think it can be overlooked. Enemy models in 4" aura cannot use their bonus actions, period. Dreamer doesn't LOVE being in the middle of an enemy crew, but later in a game he can definitely get in there and be annoying. Incorporeal is amazing: reduce all damage from attack actions by 1, down to a minimum of 0, AND you ignore all terrain AND you ignore models while moving. Serene Countenance really puts a burden on your opponent to spend resources: enemy attack actions suffer a negative when targeting him. Then Protected (Nightmare) comes in: when he is targeted by an enemy attack action, he can discard a card to make the attack instead go to a friendly model in 2". If they do try to force a focused attack to ignore Serene Countenance, go ahead and pass that to a Daydream or Teddy. Be careful to manage your hand, because you can lose Dreamer when you're out of cards or out of position. Finally, his new errata "ability" (aka curse) says During the Start Phase, choose and discard half the cards removed from the game.

Let's get the tacticals out of the way, since they really dictate how he works. His bonus Bad Dreams is a 4" pulse, stat 6 needing a TN 12, friendly Nightmares in range get shielded +1 and push up to 2" in any direction. This is a must turn 1 but gets less useful as the game progresses and your models spread out. Manifest Nightmares (and its associated upgrade) is how you summon. Once per turn, name any number of non-construct Nightmare minions, stat 6 TN X, where X is 10 of masks plus the cost of the models. Then summon each model with the upgrade, which is plentiful 5 when he's the leader, but it basically just says they come in Buried and Stunned. To get them out on the field, you need a friendly attack/ability to cause an enemy model to fail a wp duel. Your enemies will feel a huge pressure to cheat against any wp attack because the value it gives you is tremendous. It's also somewhat unique compared to the traditional summoners, in that it can summon a model anywhere on the board (with a delay), and in base contact with an enemy (usually right where they want to be).

Your Nightmare is a very powerful attack, and in the right situations, it's the best ability on Dreamer's card. Enemy only, 8" non-gun attack, stat 6 against wp, target gains Adversary(Nightmare), and a friendly Nightmare model engaging the target gains focused +1. It's important to note that the model has to already have been engaging the target, models that are summoned from the wp failure or Lord Chompy on the trigger cannot gain the focus. Adversary only works for one turn, but it generates massive utility, specifically for removing a certain model. On a ram it has My Loyal Servant, healing another model for 1/2/3 within 3" of the target. Nightstalker is the mask trigger, allowing you to place Lord Chompy in base contact with the target, and often is worth stoning for. This means that you can teleport Lord Chompy from any location to right where you want him to be, regardless of if he's engaged. Twist Reality is also a very powerful action. 8" gun, stat 6 and you get to choose if it resisted by defense or wp, and it importantly ignores friendly fire as well. Target suffers 2/3/4, ignoring armor and incorporeal. This is one of the few attacks in the faction that can ignore those defensive abilities. On a mask you stagger the enemy. The Cricket Bat is situationally great but usually not worth the AP. 1" melee, stat 6 against defense, target suffers 1/2/3, with +1 for each buried Nightmare model (up to +2), making it 3/4/5 when the time is right. It also has a really interesting mask trigger Bam! Your Turn!, which is enemy only, place this model in base contact with a friendly Nightmare within 6", then place the friendly Nightmare into base contact with the target. This is a lot like what Lilith used to do, and it seems really powerful, but your high masks usually go to the summon.

Insomniac

First off, I don't have nearly as many games with Insomniac. It's very hard to compete with original Dreamer, but I do think Insomniac has play in a few pools the original struggles with. He has Serene Countenance like his original, putting enemy attacks a negative, but he also has Innocent Bystander, giving enemy attacks a TN of 12 to hit, which makes taking those negatives even worse. Without just typing out the rules for his hand swap, here's a simplified version: once there are 5+ cards removed from the game, after an enemy model's activation, Dreamer Buries and his hand is removed from the game, and he draws the cards that were previously removed. Then at the start of each friendly Activation, put up to 2 removed cards in your discard, then if there are no longer any removed cards, Insomniac Unburies within 2" of a friendly Nightmare. The Lucid Dreams of your minions will stack your removed cards with high cards, and then you basically draw those cards as an extra hand. The key is to make sure your hand is empty before this swap if you want him to unbury quickly, but obviously there is probably higher level play keeping him off the board. Made Real is his other ability: once per activation, before performing a duel, friendly Nightmares may discard a card to get a positive to a duel. This can help you ignore negatives to attack, increase your changes of hitting, or of blocking a hit. Since you don't want cards in your hand before the hand swap, this is the best way to facilitate that when you have bad cards you don't want to cheat. Burying and Unburying is what I think is so powerful about this dreamer. Even though he's only move 4 and lost Incorporeal, this guy can go anywhere that his friends go by using free bonus actions you want to do any way.

Endless Slumber is the attack action I use the most by far. 10" range stat 6 against willpower with a built-in tome, target gains Slow and Adversary (Nightmare). This attack doesn't do damage so usually my opponents will not cheat against it, but this steals an action away from an enemy model and then makes your whole crew better at hitting that target, and sometimes giving heals as well. Counting Sheep is the built-in tome trigger to remove up to 2 non-Jokers from the top 5 of your discard from the game, letting him stack up his hand swap by himself by doing a high value attack. Unpleasant Dreams is on a crow, when resolving target suffers 1/3/4 damage. Peer Into Dreams is his other attack, 10" range only stat 5 though targeting willpower, enemy only reveal the top 5 cards of the target's deck and discarding 1, placing the rest back and dealing 3/2/1 based on the discarded card. This has versatility alone, but the triggers are what makes it good. Hallucinate on a crow is once per turn, when resolving the target must reveal their hand instead. Realm of Nytemare on a mask is enemy non-Minion only, summon Lord Chompy Bits with Slow within 2" of the target. This really lets you take an already aggressive beater and throw all caution to the wind with him, and also makes him a legitimate target for Consume, potentially giving him an additional activation.

Lead Nightmare is his tactical, 10" range stat 7 needing a TN 10 (3), move target Nightmare up to 3", not targeting any model more than once per activation. His nightmares do this but need a 5 instead of a 3. I don't love using Master actions on this ability but sometimes it really is worth it, and needing a 3 instead of a 5 means you almost never will fail it. Oneirophobia (fun fact: fear of dreams) is the mask trigger, other friendly only, target can Bury into an enemy model with 2", which will then pop back out in base contact when the model activates. This trigger is super situational but I really think it can keep a low health model safe for maybe over a turn, and can put big pressure on your opponent to rethink their activation order. Waking Nightmare is his tactical bonus and is what really expands the pools he can play into. 4" range no flips, discard a card to drop a scheme marker next to friendly Nightmare.

Lord Chompy Bits

This guy really feels like he defines the crew just as much as Dreamer. He's a great beater that excels at tying up important enemy models. He's got Terrifying 12 and Regenerate +2 to keep him alive, as well as Feed On Fear. Soulstones are the only way he can survive sustained damage, especially against ruthless. Stat 5 is ok but wp 7 can be huge, move 6 means he's moving up the board fast, and Daydreams can push him even further. Size 4 means that he's gonna be easy to target, so you want to get him stuck in turn 1.

Heavy Claws is his melee, 2" range stat 6 against defense. This is how you tie things up. Target suffers 3/4/6 damage, with Tear Off a Bite on a ram to heal 2, or Execute, the best crow trigger around. Twist Reality is just as important for him. 8" gun at stat 6 targeting either defense or wp, it ignores friendly fire, armor, and incorporeal. That alone is amazing, but it also has On Your Heels on the mask, allowing him to place in base contact with the target. I use this more often than a charge with him, because it allows you go place behind the target and potentially engage that many more models.

Both his tacticals are bonuses, and they are both great. Trail of Gore has a 3" range with no flip, remove enemy scheme marker, this model may take a walk or melee action. I usually use Dreamer to teleport Chompy near the enemy scheme marker, giving him that critical 3rd attack AP. When that is not an option, Lucid Dream is a great second best.

The Carver

I've tried the Carver several times and have never made him work, so I'll leave him until I have more to say.

Widow Weaver

She is as much of a core in my crews as Lord Chompy Bits. Extreme mobility with moderate tankiness, she excels at scoring points as well as pushing the enemy out of position. Just like Chompy, she has Terrifying 12 and Feed on Fear, but only wp 6. She is a Henchman, so she can use stones when she's in trouble. Seize Prey is how she gets around: At the start of this model's activation, it may place base to base with a Web Marker within 12"! This means that if you are smart about your Webs, you can jump out of engagement for free and go exactly where you need to drop a scheme. The Stuff of Nightmares is her way to summon without needing scrap markers. After an enemy model within 6" aura is killed by a Nightmare, she gains a Stuffing token, which she can then summon with later.

Venomous Strike is her melee, and it can be good against squishy models. 1" melee stat 6 against defense, target suffers 2/3/4 and poison +1. Spin Web on a tome creates a Web Marker in base contact with the target, and Infect on a crow gives them extra poison based on the number of crows (up to +2), but Into the Dream Web is the crazy trigger. On a mask, place the target base to base with a friendly Web Marker within 8". With proper planning, this can be devastating against an enemy trying to score a positional point. Terrorize is the bread and butter action. Range 8" non-gun attack stat 6 against wp, enemy only, push the target its move away from this model. This can push an enemy AND cause a summon to pop out to tie them up AND even heal a friendly model with Feed On Fear. Additionally, you can Spin a Web for a tome, dropping yet another Web Marker in base with the target, and Siphon Life on a ram heals you and deals a damage.

Create Web is her bonus and is the most reliable way to get Webs on the board. 6" range no flips, Drop a Web Marker, and that can go under enemy models because its a drop. Careful Assembly is her summon, and I barely ever use it honestly. Having something die next to her is situational, and I usually have her on her own on an objective or dropping schemes, and if that doesn't happen, you need a scrap marker within 2" of her. That being said, it's now the only way to summon Stitched Together. Name a Neverborn Puppet minion, the TN is 10 of masks plus the cost of the named minion, stat 6. For a 7 you can get a wicked doll, which can be good at some schemes but not much else. For a 9 you can summon Red Caps, which I haven't used yet but could be good considering they have Trail of Gore, so they can remove enemy schemes the turn they are summoned. The main thing you summon is the Stitched Together for a 10 of masks, they just dish out a ton of damage for not much effort and are also surprisingly tanky.

Bandersnatch

I've barely used this guy because I still don't have the model, but he has cool synergy with Widow Weaver since they both put out web markers. He reads like a great schemer to me.

Copellius

I love this guy for so many reasons, first of which is that he has a Cthulhu face and collects eyeballs. He's a little situational because Terrifying is his main defense, but he is almost as good as Nekima in close combat, with a few other situational abilities that can totally change the pace of a game. Terrifying 11, regenerate +1, and Feed on Fear are his defensive abilities. Defense 5 and wp 6 is nice, but his movement is a massive 7". He's also Agile, so he can walk away from engagement without issue. He's only an Enforcer, so to stay alive he will typically go up a flank after using his bonus turn 1.

Deadly Claws can surprise opponents with how much damage it can do. 1" melee, at a huge stat 7 against defense, with a crow built-in, target suffers 2/4/5 damage. The crow trigger that you get for free is "AHHH, MY EYE!", which puts him up to that beautiful 3/5/6 damage track AND pushes the target up to 3" away. On a ram, he gets Puncture for a positive to damage. This can gobble up scheme runners or non-defensive models, but it can also charge Copellius onto an objective while pushing the opponent away at a stat 7. In something like Leylines, this can be a massive 2 point swing on the center point if you wait until last activation. Unhinge was the main reason I played him initially, and when its good, its DAMN good. Range 8" non-gun, stat 6 against wp. Target suffers damage equal to the number of friendly Nightmare models within a 3" pulse of the target, with no cap. Then, friendly Nightmare models in 3" pulse heal 1, that's on top of Feed On Fear if any of them were engaged with the target. In the perfect situation, the target has Adversary, you've thrown all your chaff at it for chip damage, then Mr. Squidface comes in and does ~4-5 damage with no flip, and healing all those friendlies for 2. On top of all that, on a crow he gets Blank Stare, where you discard a card, and the target gains Slow and discards a card. While the trigger can be amazing, I'm usually gunning to use this late in the turn any way, and I often don't have a card to discard.

Lady Yume

I'm still learning how to utilize Lady Yume. Terrifying 12 is about as good as it gets, and unimpeded helps her get around in severe terrain. From Two Worlds seems more useful in Oni, but can occasionally be useful in Insomniac when you need to manage your removed cards more precisely. Warp the Veil is definitely better in Oni, the only thing that can trigger this for you is summons coming down, which can be solid in Dreamer along with her stat 7 willpower attack. With 8HP and no stones, she'll die to ruthless pretty fast.

Rows of Teeth is a great melee attack. 1" melee stat 6 against defense, target suffers 2/3/6 damage with 3 amazing triggers. Execute on a crow can sometimes kill something straight up, Hole in the World on a tome is almost always useful to get scary models out of your crew, and Puncture on the ram makes achieving her spike of 6 much more possible. Her Torturous Trance is what really compels me about her: 12" range stat 7 against willpower, target suffers 1 damage and gains Injured +1. Injured does gross things with Dreamer, making Terrifying get harder and making focus fire with Adversary that much grosser. 1 damage is great but against incorporeal it does 0 damage so don't forget that. Coil Around Prey is her attack bonus and its great for keeping your enemies right where you want them. 3" range stat 3 against size, place the target in base contact with this model. Bowled Over on the mask pushes them 4" away and lets her push up to them, and Glimpse the Void on a tome makes them take a TN 14 willpower duel or get buried. Overall her kit is great for popping summons and/or triggering Feed on Fear, as well as keeping problematic models away from your squishy stuff.

Consume is a really interesting tactical with applications in both Dreamers. 3" range no flip targeting a friendly model, this model heals equal to the targets health and then the target dies. Killing your own stuff sounds bad, but when Dreamer is summoning chaff and Insomniac can summon back Chompy, suddenly it doesn't hurt so much, and if Yume can survive a round of combat, she can pretty reliably sacrifice a bit of board control to heal back to full.

Serena Bowman

Serena Bowman is strictly a great model even after the infamous errata, although losing 2 max health definitely matters more than I'd care to admit. Disguised really helps her from taking too many melee hits, but Demise (Eternal) to discard a card and heal 4 instead of dying is critical, even in a crew where cards are very tight.

Horrific Reality now has all the fancy text built in to the action itself, but essentially she can draw LoS and range from any Nightmare in 8", so anytime she moves, charge instead and you get an attack "for free". 1" melee stat 6 against defense, target suffers 2/3/4 damage. The damage is fine, but the triggers are both great. My Loyal Servant heals another model within 3" for 1/2/3, and Pulled Here and There on a mask pushes Serena or the target up to 3". This is really about the utility, and the fact she can do it efficiently across a big chunk of the map. Twist Reality is amazing and she has one of its best versions. 8" gun stat 5 resisting defense or willpower (usually wp) AND ignoring friendly fire (very important), target suffers 2/3/4 ignoring Armor and Incorporeal. That is great by itself. Drain Magic on a crow forces a discard and then she can draw and discard, and Hole in the World as mentioned above is just disgusting, and having it on a gun is truly disgusting. Both of these abilities combined with her tackiness make her superb at Vendetta.

As good as her attacks are, her tactical is really what she's brought for usually, and that's because its the best heal/condition removal in the faction. 3" range stat 6 needing a TN 10 (4), target heals 1/2/3 and ends a condition, and Quick Reflexes on the mask lets her take the action again on a different model. This is why I will hold a 4 of masks in my hand.

Teddy

Teddy and Yume fill a similar role in the crew. They both have Consume and suck against Ruthless, but while Yume has Unimpeded and better offensive utility, Teddy is a great beater. Terrifying 11 Armor +1 and Regeneration help balance his measly 4 defense, but he will die to enough attacks. Flurry is very scarce in the faction, and although Dreamer's tight on cards its usually worth it. Also as a Construct if Teddy dies, you can summon a puppet back later.

Heavy Claws is great. 2" melee stat 6 against defense with a built-in crow, target suffers 3/4/6 damage. Bowled Over on a mask is a lesser Shove Aside, pushing the target 4" and then pushing 4" towards them, and the built-in crow heals him for 1/2/3 after killing, and prevents marker dropping (occasionally important). Straightforward, and with flurry can happen 3 times a turn. Terrorize is also really strong, especially in Dreamer. 8" range stat 6 against willpower(!), enemy only sadly, but push the target its move away from this model. In Dreamer, this pushes the model and then pops out a summon next to them, and potentially getting an attack as well, or in either title can heal someone by pushing their attacker out of combat. Display Their Dead on a crow hasn't ever come up for me, but you can remove a corpse within 2" of Teddy to give the pushed enemy Distracted +1.

I talked about Consume already, but he has another tactical bonus called I've Got Your Back which is great for defensive utility. 6" range stat 5 needing a TN 10 (5), target other friendly engaged model, target is placed in base with Teddy. I've used this on Dreamer to get him out of a jam several times. Tear Off a Bite on a ram heals Teddy for 2, and Knock Aside on a mask pushes the target 4" in any direction.

Now for the real dirtiness of the crew, the minions:

Alp

In my heart of hearts, the Alp smoking in a cigar is the best of all the sculpts, but I do really love the new sculpts as well, so maybe I'll just add a cigar? Only 5 HP these guys are a great tarpit when summoned, and might have potential grossness with Insomniac that I've yet to achieve with his special trigger on Lead Nightmares. Natural musk gives enemy models in aura 2" a negative to damage flips, making the Alp tankier but also making nearby enemy models suffer a negative to damage on anybody else in your crew. Bad Dreams says after it Unburies, every model in base contact suffers a damage, who doesn't love pings. Made to Kill is Once per Activation, but after its placed, it gets to take a melee Action after resolving the current action. Both of these abilities trigger when he gets pulled into reality when your opponent fails a willpower duel. Keeping all of that in mind, you can summon 2 of these for a red joker, and I'll do it almost every time.

Imaginary Claws doesn't seem that good but after a few games you'll start to feel how powerful it can be in the right situations. 1" melee stat 5 against defense, target suffers 1/3/4, and if there are any friendly Buried Nightmares, he gets a positive to the duel. Great for getting around negatives and generally making him hit more than he should at stat 5, and when you hit enough you will eventually spike for good damage. Puncture on a ram gives the damage flip a positive making spikes even easier, Siphon Essense on a crow gets you a soulstone after killing (has never happened), and Grab On on a tome gives the target Slow and ends the Alps activation. This is really the only summon this matters so don't forget, Alps don't get their triggers the turn they are summoned because of the Stunned from the summon upgrade! Biting Insult is its other attack, and this one really seemed bad until I started trying it out. Enemy only 6" range stat 5 against willpower, target gains Distract +1, and if they haven't Activated yet this Turn, this model's Crew gains a Pass Token. Only stat 5, but this can be a heal/summon place, a debuff, and a pass to get you Activation control for the turn. A lot of value when you can get it to happen.

Daydream

These guys are amazing support pieces at 3 stones, and I basically think of 2 of them as both Dreamers' unofficial totems, since Chompy is really a beater you just get for free lol. Only stat 4 defense and willpower and 3 HP, but move 6 is great with their Incorporeal, and size 1 can let them stay safe. They are also insignificant so it matters less if they die, although putting Ancient Pacts on them can be strong if you can keep them safe and don't think your opponent will punish you for it. They also have Accomplice, letting you discard a card or pass token to chain into a friendly in 6". This ability really doesn't seem that great until you try it and realize you can push a friendly and then immediately activate them to score you a point or get a kill.

Bend Reality is like a bargain bin version of Twist Reality, but for a 3 stone minion it can do a shocking amount of damage late in a turn when the opponent doesn't have cards to cheat. 8" range stat 4 against your choice of defense or willpower, target suffers 1/2/4 ignoring Armor and Incorporeal. These plinks will add up, and if you get a lucky spike of 4 you can kill big models while healing and summoning for the crew. Again, 3 stones.

Their tactical is why you bring them. Lead Nightmare has a 10" range stat 5 needing a TN 10 (5), you can't target the same model twice, MOVE friendly Nightmare up to 3". This pushes up your big boys turn 1, pushes your friends out of engagement, and scores you points by letting models get that little extra couple inches further towards a strat/scheme objective. Another reason I like Ancient Pact on them is because you can only target each model once per Activation, so sometimes missing one of these can lose you a point or cost you a model.

Insidious Madness

Insidious Madness might be my favorite minion in the game. Terrifying 11 and Incorporeal are both great defensive abilities, and their Feed on Fear is extremely relevant as their melee targets willpower, and with the amount they typically heal 7 health is more than enough usually. Move 6 Incorporeal is VERY good.

Spectral Bite is their melee, 1" stat 6 against willpower, target suffers 2/3/4 (and heals you 1). On top of that, Siphon Life on a ram puts it to 3/4/5 and heals you 2, and Under Pressure on the mask pushes the target 2" away. Attacking willpower on melee is rare and in this crew its very strong. You can charge into a brawl and start healing your friends.

Disembodied Voices is a really interesting tactical. It can be taken while Buried (but doesn't have to be!), and has to target models within 3" of a friendly Nightmare ignoring LoS and range, so with setup anywhere on the board. Stat 5 (NO RESIST?!?!) needing a TN 10 (5), target ENDS its Focused Condition (if any) and gains Distracted +1. This action can be taken any time they exist in the game and its very strong, but honestly I struggle to justify using it too much because these guys are usually scoring points or killing/tanking for me, but using this when they are summoned in is perfectly legitimate. I do use Scatter all the time though. 3" pulse no flips, enemy models are pushed 3" away. This is why these models can really be unstoppable at scoring points, as long as you are smart about your angles and avoiding terrain, and with Incorporeal it's usually not too hard.

Stitched Together

Stitched are amazing models that I almost never hire, so I really miss not being able to summon them, although I can understand why that was problematic. These are typically the puppets that Widow Weaver will be summoning, although I think Red Caps and Wicked Dolls have their times to shine as well. These Oogy Boogeys have Armor +1 and 6 HP, making them a bit tanky. Bloated Stench hands out Poison to anybody who damages them with a melee Action, which comes up quite often. For some reason they have Eat Your Fill, so if they kill an enemy with their extremely mediocre melee attack they can heal 2. Fiendish Gamble is mostly why I struggle to hire them in. Once per Activation, this model can cheat fate with cards removed from the game instead of its hand. This can be used defensively to dodge bit hits, but really its used to make Gamble insane.

Sharp Claws is their melee, 1" stat 5 against defense, target suffers 2/3/4 damage. Drink Blood on a ram heals them for damage dealt, and Rake the Eyes on a mask lets them reveal the top 3 cards of your fate deck and discard any cards of a chosen suit. I've tried to use this trigger a few times since Euripides has it, but I truly don't understand how to use it correctly and as a result never even take it. Gamble Your Life is just a nutty attack. 6" non-gun ranged attack stat 6 against willpower, needing a TN 13 (7) to go off, target suffers 3/4/5 but if the enemy wins the duel, instead they flip damage on Stitched. As risky as this may sound, having Armor +1 makes it less scary, and when you can cheat cards from outside the game, you can very reliably make this hit, and if you don't have to cheat and hit with focus or get lucky with a straight flip, you can cheat in a severe for the damage. If that damage wasn't good enough, Bloody Fate is on a tome, letting them draw a card, and then discard if the target didn't die.

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