Bull-Pei

Lords of Waterdeep -- Undermountain and Skullport

Round 1

The Red Sashes deploy an agent to Cliffwatch Inn, gain 2 gold and take the Recover the Magister's Orb quest.

The City Guard deploy an agent to Waterdeep Harbor, playing Information Broker and drawing 3 intrigue cards.  The Red Sashes and Knights of the Shield each draw 1 intrigue card.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 1 intrigue card and the Recruit Paladins for Tyr quest.

The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Crime Wave, gaining 2 rogues.  The City Guard gain 1 rogue.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The City Guard deploy an agent to Waterdeep Harbor and play Architectural Innovation, gaining 2 gold then spending 4 gold to put The Stone House in play, gaining 1VP.

The Knights of the Shield deploy an agent to the Hall of the Voice, gaining 1 intrigue card, 5 gold, 1 corruption, and the Impersonate Adobrent Noble quest.

The Red Sashes deploy an agent to Skull Island, gaining 2 wizards and 1 corruption.

The City Guard deploy an agent to Castle Waterdeep, becomeing first player and gaining an intrigue card.

The Knights of the Shield deploy an agent to the Builders' Hall and spend 8 gold to build The Hell Hound's Muzzle, gaining 1VP.

The City Guard redeploy an agent from Waterdeep Harbor to The Hellhound's Muzzle, gaining 1 fighter, 1 rogue, 1 cleric, 1 wizard, and 1 corruption.  The Knights of the Shield gain 1 cleric.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The City Guard redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard, then using 1 cleric, 1 fighter, 2 rogues, and 2 wizards to complete the Survive Meeting with Halaster quest, gaining 15VP and 2 intrigue cards.

Round 2

The City Guard deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gainig 2 gold and taking the Uncover Drow Plot quest, then using 1 fighter, 1 cleric, 1 rogue, and 4 gold to complete the Thin the City Watch quest, gaining 9VP and 4 rogues.

The Red Sashes deploy an agent to Skull Island, gining 1 rogue, 1 wizard, and 1 corruption, and use 3 rogues and 2 wizards to complete the Recover the Magister's Orb quest, gaining 6VP.

The City Guard deploy an agent to Waterdeep Harbor and play Honorable Example, gaining 6VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Iron Ring Slaves, gaining 4 fighters and 1 corruption.  The City Guard take 2 fighters and 1 corruption.

The Red Sashes deploy an agent to Waterdeep Harbor and play Bribe Agent, paying 2 gold to use Aurora's Realms Shop, gaining 4 gold.

The City Guard deploy an agent to Cliffwatch Inn, gaining an intrigue card and taking the Placate Walking Statue quest.

The Knights of the Shield deploy an agent to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and taking the Wake the Six Sleepers quest.

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The City Guard deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The Knights of the Shield deploy an agent to The Hellhound's Muzzle, gaining 1 fighter, 1 rogue, 1 cleric, 1 wizard, and 1 corruption, then use 2 fighters, 2 rogues, 1 cleric, 1 wizard, and 4 gold to complete the Impersonate Adarbrent Noble quest, gaining 18VP and 2 intrigue cards.

The Red Sashes deploy an agent to the Hall of Mirrors and gain a cleric.

The City Guard redeploy an agent from Waterdeep Harbor to The Plinth, gaining 1 cleric.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Entry Well, taking the Recruit Academy Castoffs quest and playing Ambush.  The Red Sashes and City Guard each lose 1 fighter.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, gaining 2 rogues, then use 1 cleric, 3 rogues, 1 wizard, and 8 gold to complete the Ally with House Thann quest, gaining 25VP.

Round 3

The City Guard deploy an agent to Waterdeep Harbor, playing Sample Wares and deploying another agent to The Waymoot, gaining 3VP and the Establish New Merchant Guild quest.

The Knights of the Shield deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Red Sashes deploy an agent to the Hall of Mirrors, gaining 1 fighter and 1 rogue.

The City Guard deploy an agent to The Hellhound's Muzzle, gaining 1 fighter, 1 rogue, 1 wizard, 1 cleric, and 1 corruption.  The Knights of the shield gain 1 cleric.  The City Guard use 2 fighers, 1 cleric, and 4 gold to complete the Establish New Merchant Guild quest, gaining 10VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor, playing Recall Agent, recalling the agent from Aurora's Realms Shop.

The Red Sashes deploy an agent to The Grim Statue, gaining 2 intrigue cards.

The City Guard deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Call for Adventurers, gaining 2 clerics.  The Red Sashes gain a wizard and the City Guard gain a wizard.  The Knights of the Shield use 2 clerics, 4 fighters, and 4 gold to complete the Recruit Paladins for Tyr quest, gaining 3 clerics and 10VP.

The Red Sashes deploy an agent to Cliffwatch Inn, discard the face up quests, drawing 4 new ones, and take the Establish Shadow Thieves' Guild quest.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Improve Prison Security quest, then use 3 rogues and 3 clerics to complete the Awake the Six Sleepers quest, gaining 8VP and 6 fighters.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 1 intrigue card and the Ambush Artur Morlin quest, then use 1 cleric, 3 fighters, and 1 rogue to complete the Ambush Artur Morlin quest, gaining 4 gold and 8VP.

The City Guard redeploy an agent from Waterdeep Harbor to The Plinth, gaining 1 cleric, then using 2 rogues, 2 clerics, and 4 gold to complete the Placate the Walking Statue quest, gaining 12VP and placing The Three Pearls into play under their control.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Entry Well, taking the Protect Converts to Eilistraee quest and playing Donatinons to Cyric, gaining 2 clerics and 1 corruption.  The City Guard take 1 cleric and 1 corruption.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Three Pearls, exchanging 2 fighters for 1 fighter, 1 cleric, and 1 wizard, then uses 3 clerics, 2 fighters, and 1 wizard to complete the Protect Converts to Eilistraee quest, gaining 10VP.  The City Guard gain 2 gold.

Round 4

The City Guard deploy an agent to Waterdeep Harbor, playing Conscription, gaining 2 fighters.  The Knights of the Shield gain 1 fighter.  The City Guard then use 1 cleric, 4 fighters, and 2 wizards to complete the Seize Citadel of the Bloody Hand quest, gaining 6VP and a fighter.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 1 intrigue card and taking the Protect the House of Wonder quest.

The Red Sashes deploy an agent to Waterdeep Harbor, playing Arcane Mishap and gaining 2 intrigue cards.

The City Guard deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Spy on the House of Light quest.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Call for Adventurers, gaining 2 clerics.  The Red Sashes gain a cleric and the City Guard gain a fighter.  The Knights use 1 fighter, 2 clerics, and 2 gold to complete the Protect the House of Wonder quest, gaining 10VP.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The City Guard deploy an agent to the Hall of Mirrors, gaining 1 fighter and 1 rogue, then uses 3 fighters, 2 rogues, and 2 gold to complete the Spy on the House of Light quest, gaining 8VP and 6 gold.

The Knights of the Shield deploy an agent to The Hellhound's Muzzle, gaining 1 cleric, 1 wizard, 1 fighter, 1 rogue, and 1 corruption, then uses 1 fighter, 1 wizard, and 2 gold to complete the Recruit Academy Castoffs quest, gaining 8VP.

The Red Sashes deploy an agent to Skull Island, gaining 2 rogues and 1 corruption, then use 1 fighter, 8 rogues, and 1 wizard to complete the Establish Shadow Thieves' Guild quest, gaining 25VP.

The City Guard deploy an agent to the Entry Well, taking the Ransack Whitehelm's Tomb quest and playing Bribe the Watch, paying 2 gold to return 2 corruption to the Corruption Track.

The Knights of the Shield deploy an agent to the Field of Triumph, gaining 2 fighters.

The Red Sashes deploy an agent to Waterdeep Harbor and play Ambush, gaining 1 fighter.  The Knights of the Shield lose 1 fighter.

The City Guard redeploy an agent from Waterdeep Harbor to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Red Sashes redeploy an agent from Waterdeep Harbor to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard.

The Red Sashes redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becoming first player and drawing an Intrigue card.

Round 5

The Red Sashes deploy an agent to Cliffwatch Inn, gaining a intrigue card and taking the Build a Reputation in Skullport quest.

The City Guard deploy an agent to the Slavers' Market, gaining 2 rogues, 2 fighters, and 1 corruption.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Bidding War, taking the Deliver an Ultimatum quest.  The Red Sashes take the Procure Stolen Goods quest.  The City Guard gain the Infiltrate Halaster's Circle quest.

The Red Sashes deploy an agent to Waterdeep Harbor and play Graduation Day, gaining 2 wizards.  The City Guard gain 1 wizard.

The City Guard deploy an agent to The Three Pearls, exchanging 1 fighter and 1 wizard for 1 wizard and 2 clerics.

The Knights of the Shield deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues, then uses 1 cleric, 2 rogues, 2 fighters, and 2 wizards to complete the Seal and Entrance to Skullport quest, gainnig 10VP and returning 3 corruption to the Corruption Track.

The City Guard deploy an agent to The Stone House, gaining 3 gold, then uses 2 clerics, 3 fighters, 4 rogues, and 10 gold to complete the Ransack Whitehelm's Tomb quest, gaining 42VP and a rogue.

The Knights of the Shield deploy an agent to the Field of Triumph, gaining 2 fighters.

The Red Sashes deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Take Over Rival Organization quest.

The City Guard deploy an agent to Waterdeep Harbor and play Sponsor Apprentices, gaining a wizard and placing a wizard on The Three Pearls.

The Knights of the Shield deploy an agent to The Hellhound's Muzzle, gaining 1 cleric, 1 wizard, 1 fighter, 1 rogue, and 1 corruption and using 4 fighters, 1 rogue, and 1 wizard to complete the Deliver an Ultimatum quest, gaining 11VP and 4 gold.

The Red Sashes deploy an agent to the Hall of Mirrors, gaining 1 fighter and 1 rogue.

The City Guard deploy an agent to The Grim Statue, gaining 2 intrigue cards.

The Knights of the Shield deploy an agent to the Builders' Hall and spend 8 gold for The Zoarstar, gaining 4VP.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Zoarstar, using the action of The Three Pearls to exchange 1 rogue and 1 cleric for 3 fighters.  The City Guard gain 2 gold.

The Red Sashes redeploy an agent from Waterdeep Harbor to Aurora's Realms Shop, gaining 4 gold.

The City Guard redeploy an agent from Waterdeep Harbor to The Entry Well, taking the Pay Fines quest and playing Unexpected Success, drawing and playing the Cover Up a Scandal mandatory quest on the Knights of the Shield, then drawing and playing the Fend Off Bandits mandatory quest on the Knights of the Shield.

Round 6

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The City Guard deploy an agent to The Three Pearls, exchanging 1 rogue and 1 wizard for 3 wizards, gaining 1 additional wizard, then using 5 wizards and 2 gold to complete the Infltrate Halaster's Circle quest, gaining 25VP.

The Knights of the Shield deploy an agent to The Hellhound's Muzzle, gaining 1 fighter, 1 rogue, 1 cleric, 1 wizard, and 1 corruption and use 1 figher, 1 rogue, 1 cleric, and 1 wizard to complete the Cover up a Scandal mandatory quest, gaining 2VP and returning 2 corruption to the Corruption track.

The Red Sashes deploy an agent to Blackstaff Tower, gaining a wizard, then using 1 fighter, 2 rogues, 1 wizard, and 6 gold to complete the Take Over Rival Organization quest, gaining 10VP and 4 rogues.

The City Guard deploy an agent to Waterdeep Harbor and play Bidding War, taking the Send Aid to the Harpers quest.  The Knights of the Shield take the Investigate Aberrant Infestation quest.  The Red Sashes gain the Shelter Zhentarim Agents quest.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gain an intrigue card and take the Study the Illusk Arch quest.

The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold, and use 3 rogues and 6 gold to complete the Procure Stolen Goods quest, gaining 8VP and 2 intrigue cards.

The City Guard deploy an agent to the Hall of Mirrors, gaining 1 fighter and 1 rogue.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Give Honor to Mask quest, then use 2 fighters and 1 wizard to complete the Fend Off Bandits mandatory quest, gaining 2VP.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues, then use 1 fighter, 3 rogues, and 4 gold to complete the Build a Reputation in Skullport quest, gaining 10VP and 1 intrigue card.

The City Guard deploy an agent to the Zoarstar, duplicating Aurora's Realms Shop and gaining 4 gold.  The Knights of the Shield gain 2VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Recruitment Drive, gaining 2 fighters and placing 1 fighter each on The Hallhound's Muzzle and The Zoarstar, then uses 1 rogue, 1 cleric, and 2 gold to complete the Give Honor to Mask quest, gaining 10VP.

The Red Sashes deploy an agent to Waterdeep Harbor and play Call in a Favor, gaining 1 wizard.

The City Guard deploy an agent to The Plinth, gaining 1 cleric, then uses 1 fighter, 1 rogue, 1 cleric, and 4 gold to complete the Send Aid to the Harpers quest, gaining 17VP.  The Red Sashes gain 4 gold.

The Knights of the Shield deploy an agent to the Field of Triumph, gaining 2 fighters.

The City Guard redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becoming first player and gaining an intrigue card.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Skull Island, gaining 1 rogue, 1 cleric, and 1 corruption, then use 2 rogues, 1 cleric, 4 fighters, and 4 gold to complete the Improve Prison Security quest, gaining 8VP and returning 4 corruption to the Corruption Track.

The Red Sashes redeploy an agent to Cliffwatch Inn, discard the face-up quests and draw new ones, then take the Steal Spellbook from Silverhand quest.

Round 7

The City Guard deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield deploy an agent to The Hellhound's Muzzle, gaining 2 fighters, 1 rogue, 1 cleric, 1 wizard, and 1 corruption.

The Red Sashes deploy an agent to Waterdeep Harbor and play the Quell Riots mandatory quest on the Knights of the Shield.

The City Guard deploy an agent to Waterdeep Harbor and play Call for Assistance, taking 1 rogue and 1 figthter from the Knights of the Shield.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Real Estate Deal, exchaning The Zoarstar for New Olamn and gainng 6VP.

The Red Sashes deploy an agent to New Olamn, gaining 2 rogues and 1 wizard.  The Knights of the Shield gain a wizard.  The Red Sashes use 1 fighter, 2 rogues, and 2 wizards to complete the Steal Spellbook from Silverhand quest, gaining 7VP, 4 gold, and 2 intrigue cards.

The City Guard deploy an agent to The Three Pearls, exchanging 1 fighter and 1 rogue for 3 rogues.

The Knights of the Shield deploy an agent to The Plinth, gaining a cleric, then use 2 clerics and 1 fighter to complete the Quell Riots mandatory quest, gaining 4VP.

The Red Sashes deploy an agent to Cliffwatch Inn, taking an intrigue card and the Deliver Weapons to Selūne's Temple quest.

The City Guard deploy an agent to the Hall of Mirrors, gaining a cleric, then use 1 cleric, 3 rogues, and 4 gold to complete the Pay Fines quest, gaining 1 cleric, 6VP, and returning 2 corruption to the Corruption Track.

The Knights of the Shield deploy an agent to Skull Island, gaining 2 clerics and 1 corruption, then uses 1 fighter, 1 cleric, and 2 wizards to complete the Investigate Aberrant Infestation, gaining 13VP and an intrigue card.

The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters.

The City Guard deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Form an Alliance with the Rashemi quest.

The Knights of the Shield deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Red Sashes deploy an agent to The Entry Well, take the Perform Penance of Duty quest and plays Corrupting Influence, placing corruption from the Corruption Track on The Hellhound's Muzzle and New Olamn.

The Red Sashes redeploy an agent from Waterdeep Harbor to Skull Island, gaining 2 clerics and 1 corruption, then use 2 clerics, 2 fightes, and 4 gold to complete the Perform Penance of Duty quest, gaining 1 cleric, 1 fighter, and 12VP.

The City Guard redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Stone House, gainng 4 gold.  The City Guard gain 2 gold.

Round 8

The City Guard deploy an agent to Skull Island, gaining 1 cleric, 1 fighter, and 1 corruption, using 2 clerics and 1 wizard to complete the Form and Alliance with the Rashemi quest, gaining 10VP, 1 wizard, and the Repel Seawraiths quest.

The Knights of the Shield deploy an agent to Waterdeep Harbor, playing Good Faith and gaining 2 clerics.  The Red Sashes gain a cleric.

The Red Sashes deploy an agent to Waterdeep Harbor, playing Research Agreement, and gaining 1 wizard.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters.

The Knights of the Shield deploy an agent to The Three Pearls, exchanging 2 clerics for 3 fighters.  The City Guard gain 2 gold.

The Red Sashes deploy an agent to Waterdeep Harbor and play Repent, returning 1 corruption to the Corruption Track.

The City Guard deploy an agent to The Hellhound's Muzzle, gaining 1 cleric, 1 wizard, 1 fighter, 1 rogue, and 2 corruption, then use 1 cleric, 1 rogue, and 4 fighers to complete the Repel Seawraiths quest, gaining 15VP and 2 gold.  The Knights of the Shield gain a wizard.

The Knights of the Shield deploy an agent to Aurora's Realms Shop, gainnig 4 gold, then using 1 cleric, 5 fighters, 2 rogues, and 5 gold to complete the Uncover Drow Plot quest, gaining 18VP and returning 3 corruption to the Corruption Track.

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The City Guard deploy an agent to Builders' Hall and spend 4 gold to build The Waymoot, gaining 5VP.

The Knights of the Shield deploy an agent to Blackstaff Tower, gaining 1 wizard.

The Red Sashes deploy an agent to Cliffwatch Inn, discarding the face up quests, drawing 4 new ones, and taking the Explore Trobriand's Graveyard quest.

The City Guard deploy an agent to The Waymoot, gaining 3VP.

The Knights of the Shield deploy an agent to the Hall of Mirrors, gaining a cleric, then use 1 cleric and 2 wizards to complete the Study the Illusk Arch quest, gaining 10VP.

The Red Sashes deploy an agent to The Three Pearls, exchanging 2 clerics for 3 wizards and use 2 fighters, 3 rogues, 4 wizards, and 6 gold to complete the Explore Trobriand's Graveyard quest, gaining 40VP.  The City Guard gain 2 gold.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Stone House, gaining 5 gold.  The City Guard gain 2 gold.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, gaining 2 rogues.

The Red Sashes redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, gaining 2 gold and taking the Expand Guild Activities quest, then use 1 fighter, 2 rogues, and 2 gold to complete the Expand Guild Activities quest, gaining 8VP.

Final Scoring

Leader Bonuses

The Red Sashes reveal their leader as Danilo Thann, who gains 3VP for each non mandatory quest completed.  They completed 11 quests, gaining 33VP.

The City Guard reveal that their leader is Larissa Neathai, who gains 6VP per building owned.  They have own 3 buildings, gaining 18VP.

The Knights of the Shield reveal that their leader is Kyriani Agrivar, who gains 4VP for every Arcana or Piety quest completed.  They have completed 3 Arcana and 4 Piety quests for 28VP.


Tavern

Each player gains 1VP per adventurer in their tavern and 1VP for every 2 gold.  Corruption is worth -5VP each.

Final Score


Red Sashes
City Guard Knights of the Shield
VPs
163
184
172
Lord Bonus
33
18
28
Adventurers
1
3
0
Gold
0
5
4
Corruption
-15
-25
-20
Total
182
185
184
Congratulations to Kevin on his very close victory!

End of Game Statements

Chris Geggus (Knights of the Shield):  Considering how I got hammered all the way through, I'm pleased to have got that close. Well done Kev, you're learning well. 3 Players tends to be a lot easier I find, so more luck effecting the players in what quests appear and which intrigue cards one picks up. We always remove the building lord (as they did at WBC this year) as too imbalanced, since it has the potential to build even 9+ buildings and that is a lot of points. Always enjoy it, so thanks to everyone for a real close one and thanks again to Chris for running it.

Bill Scharf (Red Sashes):  Thanks for running the game, always enjoyable. Hard to believe all that infighting and we were only three points apart at the end. I got lucky with a 40 point quest at game end, although since I tried the same thing earlier and had no luck you could say I was unlucky most the game as well. I tried to distribute my intrigue “gifts” to keep the others more or less even, (although I would have preferred even behind my score). It was basically Chris g’s ability to squeeze every last point that caused me to attack him a bit more…I had no clue on who Kevin’s leader was, congratulations on your win!

Kevin Wilson (City Guard):  Wow, way closer than expected but I’ll take it. I kept looking for opportunities to build more buildings but many were too expensive so I had it go elsewhere. I probably should have focused more on that. I realized the potential value for the Lord but having not had the experience of playing a lot didn’t put as much value on her as it sounds she deserved.

Toward the end I simply ran out of steam to get another quest and could see the margin narrowing. And I thought the corruption would make the difference but then that closed up too.

As always, a fun game. Thanks to Chris for running, to the other Chris for coaching and to Bill for playing while I learn.

The Players

Player Name

Faction

Fighters

Rogues

Clerics

Wizards

Gold

Corruption

Intrigue Cards
VP
Bill Scharf Red Sashes

1


0
3
6
163
Kevin Wilson
City Guard

1

2
10
5
2
184
Chris Geggus
Knights of the Shield




8
4
1
172

Player in bold is the first player.


Bull-Pei Main Board


Undermountain Board

Skullport Board

Corruption Track

Red Sashes

City Guard

Knights of the Shield