Tuesday, July 28, 2026

Where fate meets darkness

Although Malifaux Fourth Edition has been out for some time now, I only managed to play a couple of games. Life has an annoying habit of getting in the way of hobbies and without regular games, even familiar rules begin to drift back through the Breach. When James and I finally picked a date for a game a few weeks ago, I immediately started looking forward to it.

It also gave me the motivation I needed to finish another piece of terrain for my western table. A lonely market stall had been sitting unpainted for far too long, patiently waiting for inspiration to strike. Thanks to the school summer holidays, I found myself with an enthusiastic painting assistant. My daughter joined me for the project, and I was genuinely impressed by how steady her brushwork was. Together we finished the market stall in just two days, perfectly in time for Monday's game. Every gaming table tells a story, and now this one had a little bit of ours built into it.


James and I already knew we wouldn't have time for a full game before the club closed, so we agreed to treat it as a practice skirmish. That suited me perfectly. My rules knowledge needed dusting off almost as much as my measuring tape. For my crew I chose Kastore and the Returned keyword. Ancient vampires? A flying sword? What's not to love? James answered by bringing Seamus and the Redchapel crew, a master I'd barely encountered before. I had no idea what to expect, which in Malifaux usually means you're about to learn something the painful way.

By the time James arrived, the table was ready. Wooden houses lined the dusty streets, the saloon waited for its next inevitable bar fight, the gallows stood as an encouraging reminder to behave, abandoned carts littered the roads, and my freshly painted market stall proudly took its place among the scenery. Seeing painted terrain actually being used always feels strangely satisfying (the density is still not sufficient though, progress needs time).


The first duel went James' way, making him the attacker while I defended. Our strategy was Informants, with Runic Binding, Harness the Ley Lines, and Detonate Charges available as schemes. The Flank deployment immediately promised a very different game from the straight-line brawls I was used to.

Having only played Kastore once before, I knew mistakes were inevitable. And mistakes there were.

The first was forgetting to resolve Hunger tokens at the end of activations. Kastore was probably looking at me with centuries of disappointment while I quietly skipped one of his defining mechanics. The second was spreading my crew far too aggressively during the opening turn. I was so eager to occupy the board that several models wandered outside the range of abilities that rewarded staying together. It turns out that "divide and conquer" works much better when you're the one doing the conquering.

For my scheme, I chose Runic Binding. The objective is very thematic: place three Scheme Markers to form a magical triangle, then trap enemy models inside it. In my enthusiasm, I overlooked one tiny detail: the markers must all remain within fourteen inches of each other. My triangle was less "ancient ritual" and more "ambitious civil engineering project." To make matters worse, my final marker was placed by the last model I activated that turn. Since the scheme only scores at the end of an enemy model's activation, I'd missed my opportunity entirely. A perfectly avoidable mistake, but an excellent lesson. Despite that, the first turn wasn't without success. Both of us concentrated on the strategy, and I managed to score the opening victory point by controlling two Informant markers. I also received my first practical demonstration of just how much ground Seamus can cover. Watching him disappear from one part of the table only to casually reappear somewhere completely different is unsettling enough in the lore. Experiencing it across the tabletop is even worse.

Turn two became an exercise in damage control. I repositioned my Scheme Markers to create a legal triangle, finally bringing Runic Binding online. At the same time, Kastore and Seamus decided that diplomacy had failed and settled matters personally. Elsewhere, poor Gwyn found herself on the receiving end of Seamus and Madame Sybelle at the same time. Surviving that encounter felt like a victory in itself. While I slowly lost control of the strategy markers and was forced to retreat, I finally completed Runic Binding and scored two victory points from it. James answered by claiming another point from the strategy, leaving the game nicely balanced.



By then it was clear we wouldn't reach the end of Turn Three before the club closed, so we packed away the models and spent some time discussing the game instead. Practice had been the goal all along, and on that front the evening was a complete success. I'm still spending more time reading character cards than making brilliant tactical decisions, but every game makes the rules feel a little more familiar.

Most importantly, it reminded me why I enjoy Malifaux so much. Every crew feels wildly different, every master brings unexpected tricks to the table, and every game leaves me with a list of ideas to try next time. The Breach has finally reopened. And somewhere in the darkness, Kastore is still thirsty.

The game never ends, only pauses. I'll see you at the next move.

Custodian Hargrave

Saturday, July 25, 2026

Rating the new 2026 promo cards

Two weeks ago, Black Chantry unveiled the 2026 promo cards, and I have to admit, I got very excited. Promo cards are usually handed out at tournaments and community events, and one thing I've quickly learned about the VTES community is just how generous veteran players are. At my first few events, several players quietly handed me promo cards they no longer needed. As a new player, that meant far more than they probably realised.

This year's promos immediately caught my attention, since they're all full-art cards. Normally I'm perfectly happy playing with regular versions, but some of these illustrations deserve every millimetre of cardboard they can get. They're simply gorgeous. So I thought it would be fun to go through all eleven promo cards and rate them.

Now, before anyone sharpens their Stakes, this isn't a power ranking. I'm nowhere near experienced enough to tell you which cards are tournament all-stars and which belong in the binder. Orpheus regularly reviews cards based on how strong they are and I genuinely enjoy those articles but my approach is much simpler:

How excited am I to own and play these cards?

Since I apparently can't resist turning everything into an office process, my inner Ventrue came up with the rating system:

  • Rejected During Grooming (1)
  • Needs More Stakeholder Buy-in (2)
  • Approved for Development (3)
  • Fast-tracked to Production (4)
  • CEO Personally Invested (5)

    With the quarterly performance review complete, let's begin.





    Aaradhya: CEO Personally Invested (5)

    A while ago I confessed my growing affection for the Sabbat preconstructed decks. Technically only two of the Paths, but let's not let facts interfere with enthusiasm. Aaradhya is the superstar of Path of Power political decks and unfortunately one copy isn't usually enough. Competitive lists often run four or even five copies, which can become a rather expensive investment. That's why I'm delighted Black Chantry included her as a promo. It lowers the barrier for players like me who want to build a serious Path of Power deck without first selling a kidney. Politics? Check. Fantastic artwork? Check. More copies for my collection? Absolutely!


    Aelswith: Approved for Development (3)

    A Sabbat Malkavian Cardinal with solid disciplines and a useful ability. Her Path doesn't really call to me, but I can definitely imagine trying her in other archetypes one day. She's firmly in the "interesting enough to keep around" category.


    Algirdas: Needs More Stakeholder Buy-in (2)

    The Path of Caine continues to be the Sabbat archetype that hasn't managed to tempt me. Algirdas has perfectly respectable disciplines and a decent ability, but nothing here makes me want to rush home and build a deck. If someone offered me an interesting trade... I'd probably listen.


    Ashur-uballit: Fast-tracked to Production (4)

    Now we're talking! A huge Hecata Cardinal, excellent disciplines and tied to the Path of Death, which I'm increasingly interested in. I haven't built around him yet, largely because I'm waiting for the New Blood decks, but once those arrive he's moving straight to the top of my project backlog.


    Barachiel: Approved for Development (3)

    Barachiel is undeniably good. The problem isn't Barachiel. The problem is that my recent experiences with Salubri have convinced me that power bleed is much more entertaining than charging around the table waving swords at everyone. Combat is fun. Bleeding six pool is... also fun.


    Bone Shambler: Fast-tracked to Production (4)

    As a certified zombie enthusiast, I want to love this card. A zombie that can bleed sounds wonderful. Right now, though, I feel other Hecata allies steal the spotlight a little. That could easily change with more experience, but regardless, I still want several copies because... well... zombie. Sometimes "because zombie" is all the justification you need.


    Eulogio: CEO Personally Invested (5)

    This card is magnificent. A Tremere with every in-clan Discipline at superior plus superior Oblivion? Yes, please. His ability is fascinating, his Path affiliation is perfect and the artwork is among my favourites in the entire set. I don't even know what the finished deck looks like yet. I just know I want to build it.


    Grazyna: Rejected During Grooming (1)

    Tzimisce. Path of Caine. Unfortunately that's already two strikes against her before I even start reading the text box. Nothing against the card itself, it simply doesn't fit what I enjoy playing. I'd happily trade her to someone who'll appreciate her far more than I would.


    Hel-Bla: Fast-tracked to Production (4)

    Another Hecata? Another interesting necromancy ability? Another fantastic piece of artwork? Black Chantry clearly understands my weaknesses. I can absolutely see myself building around Hel-Bla in the future.


    Maddji: Rejected During Grooming (1)

    I'm sure there are Tzimisce players reading this wondering what on earth is wrong with me. To them I say... nothing is wrong. I simply continue to have the same reaction every time I see another Tzimisce card: "That's lovely. Would anyone like to trade?" The artwork is excellent though!


    Venceslava:  Fast-tracked to Production (4)

    Path of Power? Excellent disciplines? Great artwork? A useful ability? This card is checking all the right boxes. The political ambitions continue!


    Overall, I think Black Chantry has done an excellent job with this promo set. It contains a great mix of established tournament staples, exciting build-around cards and some absolutely stunning artwork. More importantly, it's another reason to attend tournaments, meet the community, and hopefully come home with a few shiny new additions to the collection. Now if you'll excuse me, I have several performance reviews to complete and a procurement request for additional Aaradhyas that somehow keeps getting approved by upper management.

    The game never ends, only pauses. I'll see you at the next move.

    Custodian Hargrave

  • Tuesday, July 21, 2026

    Task failed successfully: A Salubri experiment

    I always enjoy finding time to play VTES, although with work, family and life generally behaving like an overzealous predator, those opportunities are rarer than drawing Giant's Blood exactly when you need it. So when Cristina invited us over for a game, I was genuinely excited. That excitement briefly turned into disappointment when I checked the family calendar and realised I was already committed elsewhere. Fortunately, some careful diplomacy worthy of a Ventrue elder took place at home, plans were rearranged and before long I was packing my cards. This time it would just be the four of us: Cristina, Manuel, Aaron and myself.

    The game was particularly interesting for me because of Aaron's deck. About six months ago, when he first started playing, he told me the idea of sword-wielding Salubri marching into combat sounded incredibly cool. So I built exactly that: a deck full of rushes, weapons and opportunities to introduce vampires to the pointy end of medieval technology. Over the following months, however, I noticed something. Aaron was improving every game, but combat was still asking a lot of him. Between strikes, presses, maneuvers, prevention, additional strikes and all the timing windows, every combat felt a bit like assembling IKEA furniture without the instructions. Before our game at Cristina's, I decided it was time for an experiment. Inspired by the terrifying Salubri power bleed deck I had faced at the Scottish Nationals, I stripped away most of the combat package, kept only the damage prevention and replaced the swords with bleed modifiers, reaction denial and block denial. The crypt barely changed (there simply aren't that many Salubri to choose from) but the deck's personality changed completely. My hope was simple: if Aaron could focus on bleeding instead of remembering the entire combat sequence, the deck would become much easier to pilot.

    As it turned out... I may have created a monster.

    Cristina brought her ever-improving Path of Death deck, Manuel arrived with an Antonio d'Erlette + Nephandus swarm deck that I had been curious about for ages and I continued testing my trusty Hecata. My undead workforce was ready for another performance review.

    The seating ended up as Cristina (Path of Death) > Aaron (Salubri Power Bleed) > Me (Hecata) > Manuel (Nephandus Swarm).



    My opening crypt couldn't have been much better. Seeing Mora there immediately made me happy, knowing I could influence her out at the end of turn two. Cristina started with Sakura, Manuel brought out Antonio and Aaron introduced Abaddon. Every time I read that name I smile. Whether the Warhammer reference is intentional or not, my inner nerd chooses to believe it absolutely is.

    Very early in the game I discovered something about Manuel's deck. Antonio is good at recruiting Nephandus. Very, very good. One moment there was one cultist. The next moment there seemed to be enough of them to start applying for planning permission. Worse still, they proved remarkably efficient at dismantling my carefully recruited zombies. Apparently every Nephandus attended the same anatomy classes because they consistently knew exactly where to hit (Target Vitals baby!). Meanwhile Manuel's extended master package kept his deck cycling at an astonishing pace. Every turn felt like watching a well-oiled machine quietly become more terrifying.

    Unfortunately, my own problems didn't stop there.

    My predator had become... enthusiastic. Aaron wasted no time putting the redesigned deck to work. One particularly brutal turn combined block denial with heavy bleed and removed six of my pool in one go. Watching your own deck modifications being used against you is a surprisingly educational experience. Somewhere, Frankenstein was probably nodding sympathetically.

    Cristina quietly did what Path of Death does best. While the rest of us were busy trying not to die, she steadily built an impressive board using Freakish Conglomerations, constantly threatening the table and reminding me why I find that archetype so fascinating. I genuinely can't wait for the Path of Death New Blood deck later this year. (No pressure, Black Chantry. None whatsoever.)

    To make matters worse, several of Cristina's bleeds were politely redirected in my direction. Apparently my domain had become the table's preferred forwarding address. With around twenty minutes left on the clock, Aaron launched another devastating turn. More block denial. More bleed. This time there was no surviving it. My Hecata became the first casualty of the evening, handing Aaron a victory point and the extra pool that comes with it. The remaining three players continued their struggle until time was called, each finishing with half a victory point.

    So the experiment was a success.

    Aaron finished the evening with 1.5 VP and looked more comfortable with the Salubri than ever before. That alone made the experiment worthwhile. Sometimes the best optimisation isn't squeezing out another point of bleed, but reducing the player's mental load so the deck can shine. The project met every design goal... except one rather important KPI: don't get ousted by your own creation. Task failed successfully. Next time, I'll try to conduct my experiments from the other side of the table.

    The game never ends, only pauses. I'll see you at the next move.

    Custodian Hargrave

    Monday, July 13, 2026

    Beneath the streets of Edinburgh

    Last Saturday, six Methuselahs gathered beneath the streets of Edinburgh, hidden away in GamesHub's basement, safely protected from dangerous things like sunshine and vampire hunters. The prize? The title of Scottish National Champion 2026. I was fortunate enough to be one of the six.

    Our host for the day was Norbert, the Prince of Edinburgh himself. As any respectable Prince should, he welcomed us warmly, made sure everyone knew each other and guided us through the event with effortless calm. I did briefly question whether trusting a devoted Tzimisce player was wise, but it turns out fleshcrafting and hospitality are not mutually exclusive. Before long I had met my fellow competitors: Attila, John, Kristijan and Edd. It was my first time playing with each of them, which is one of my favourite things about tournaments. Every table feels like opening a new chapter of the Jyhad.


    For the first round I finally unleashed my slightly modified Hecata deck. The seating was John (Toreador votes) > Me (Hecata) > Kristijan (Salubri power bleed) > Edd (Helena) > Norbert (Moncada Path of Power). I knew exactly what the Toreadors and Salubri were capable of, but Helena and Moncada remained complete mysteries therefore I focused on the problem I understood first: surviving politics. My Hecata have many talents, but arguing against a referendum travelling at +2 stealth is not one of them. John quickly reminded me of that fact with Camarilla's Iron Fist and Kine Resources Contested, so I responded in the only way a respectable necromancer can: I sent zombies to ruin the Toreador's party. As it turns out, even the finest Grand Ball loses some of its charm when Aggressive Corpses start wandering through the ballroom. Diana had an especially difficult evening, largely because her combat ends decided to remain somewhere near the bottom of John's library.

    While my zombies were redecorating the dance floor, the rest of the table was equally entertaining. Edd's Helena deck steadily grew into the late-game monster I had heard so much about and eventually ousted Norbert, demonstrating why Helena has such a fearsome reputation. Kristijan's Salubri, meanwhile, proved much less interested in combat than I expected. Instead of swinging swords, they simply bled with alarming efficiency. I managed to reduce him to three pool and prepared the finishing blow with Shroud of Decay... only for something I'd never seen before to happen. Edd intercepted my action from across the table, saving my prey from destruction. It was a brilliant tactical decision that made perfect sense once he explained his long-term plan (of course he wanted to oust all of us in a particular order). Unfortunately for him, the stars (and perhaps the spirits) had other ideas. The table settled into a tense stalemate and, after two hours, the remaining four players each walked away with half a victory point. It was one of those games where nobody really lost because everyone spent two hours having an absolute blast.

    After such an intense political manoeuvring, we decided to have lunch together at a nearby pub. There were burgers, haggis, and yes... fried Mars Bars. Scotland continues to surprise me.

    With only six players, one of us had to sit out each preliminary round. This time it was my turn. I used the opportunity to do a little shopping while the others continued plotting each other's downfall. From what I gathered afterwards, Kristijan's Salubri had an exceptionally productive afternoon removing Methuselahs from the table.

    Then came the finals.

    I entered as fourth seed, with John following as fifth. As seating positions were chosen, I couldn't shake the feeling that everyone wanted to become my predator, but perhaps that was simply the Hecata paranoia setting in after spending too much time speaking with ghosts. The final table was John (Toreador) > Edd (Helena) > Attila (Gangrel) > Kristijan (Salubri) > Me (Hecata).


    The game immediately reminded me that the starting crypt can make all the difference. Mine contained mostly lower-cap vampires, making Family Gatherings considerably less explosive than I had hoped. Things started slow, but accelerated quickly when Kristijan produced an incredible turn that stripped six pool from me almost effortlessly. I was so focused on surviving that I completely skipped my Master Phase on my next turn, only realizing halfway through my Minion Phase. It was an embarrassing mistake, but also an excellent reminder that tournaments are as much about keeping a clear head as they are about knowing your cards. I slowed down, took a breath and reassessed the table. At six pool, while everyone else comfortably sat in double digits, there was only one sensible plan: cripple my predator's ability to keep bleeding. Once again the Aggressive Corpses earned their wages, stripping blood from the Salubri, however this opened the door for Attila's Gangrel to finish the job. With the Salubri ousted, I suddenly faced a predator, that embodied everything I imagine Gangrel should be: relentless, resilient and perfectly happy solving problems with claws instead of negotiations. Unlike the Toreadors in the first round, Gangrel are remarkably unimpressed by zombies. Progress came slowly, one corpse at a time.

    John, meanwhile, had learned from our earlier encounter. This time Diana always seemed to find exactly the combat end she needed, slipping away before my undead workforce could cause too much trouble. Then, with only five minutes left on the clock, something happened that I had never experienced before. John turned to me and politely asked whether I could allow him one final turn. Looking at the board, I realised I couldn't realistically oust him anyway. So I simply untapped, declined to take any actions and passed. On his turn, his political machine finally came together, ousting Edd and securing the victory point he needed. It was a lovely moment of sportsmanship and exactly the sort of interaction that makes VTES tournaments memorable.

    When all the victory points were counted, Attila was crowned Scottish National Champion 2026. Congratulations! His Gangrel fought exactly as the clan should... with claws!

    Looking back, I couldn't have asked for a better weekend. I met fantastic players, discovered cards I'd never seen before (including one delightfully annoying curse that jumps to another Methuselah whenever the Edge changes hands), and gained valuable experience piloting the Hecata. Helena's table presence alone was an education, while juggling ghosts, zombies, and my own triggers gave my brain quite the workout. The Hecata still need refining, but they are becoming exactly the sort of deck I hoped they would be. Hearing Norbert compliment my gameplay afterwards was simply the icing on the cake.

    Before I finish, I have to mention one final highlight. During the first round I noticed that John and Norbert were playing on a beautiful playmat unlike anything I had ever seen. The colours were stunning, the artwork absolutely breathtaking. It turned out to be the playmat from last month's Irish National Championship. I spent almost as much time admiring that mat as I did counting blood counters. Just have a look at this beauty:



    To whoever designed it: magnificent work. If these are ever produced again, please take my money immediately. And if any of you, dear readers, happen to own one and would be willing to part with it... you know where to find me (please do!).

    The game never ends, only pauses. I'll see you at the next move.

    Custodian Hargrave

    Tuesday, July 7, 2026

    The curious case of missing Wilhelminas

    Over the last year, my VTES collection has been quietly expanding. Like every respectable vampire, it started with a modest domain and eventually turned into something requiring proper administration. Building decks became increasingly challenging because every new idea began with the same question: "Do I actually own enough copies of this card?" To answer that, I needed a better storage system.

    So I bought one of those large card storage boxes with dividers and began organizing everything. Unexpectedly, my daughter decided this looked like a fun activity too. We started sorting cards together, first by type (masters, actions, reactions, and so on) while admiring the artwork and occasionally declaring that a vampire looked "too grumpy" or "pretty cool." Once we had conquered the card types, we took the next logical step and alphabetized everything. Crypt cards followed soon after and that was when we noticed something odd. Some piles were enormous. Others looked positively lonely. Naturally, this led to a completely reasonable question that absolutely every stats loving VTES player asks themselves at this point...

    What is the distribution of first letters in vampire names?

    Anyone who has ever opened an occult book knows that names have power. Wizards guard true names. Demons fear them. Ancient spirits bargain with them. In fantasy worlds, learning someone's real name often gives you power over them. In real life, knowing the name of the customer service representative at Tesco at least makes your complaint sound a little more personal. Either way, names matter.

    As a nerd, I did what any sensible Tremere apprentice would do. I wrote a script. It marched through the entire VTES crypt database and counted every vampire by the first letter of their name. The results were... surprisingly interesting.

    A: 194 (10.9%)
    B: 86 (4.8%)
    C: 96 (5.4%)
    D: 103 (5.8%)
    E: 61 (3.4%)
    F: 42 (2.4%)
    G: 85 (4.8%)
    H: 68 (3.8%)
    I: 40 (2.2%)
    J: 97 (5.4%)
    K: 73 (4.1%)
    L: 110 (6.2%)
    M: 161 (9.0%)
    N: 54 (3.0%)
    O: 29 (1.6%)
    P: 54 (3.0%)
    Q: 11 (0.6%)
    R: 87 (4.9%)
    S: 133 (7.5%)
    T: 72 (4.0%)
    U: 21 (1.2%)
    V: 48 (2.7%)
    W: 19 (1.1%)
    X: 7 (0.4%)
    Y: 17 (1.0%)
    Z: 17 (1.0%)

    The first thing that jumped out was the overwhelming dominance of the letter A. Nearly 11% of all vampires begin with it. Apparently, if you're embracing someone into immortality and cannot think of a name, simply start with an A and you'll fit right in. M and S also perform exceptionally well, while poor old Q, X, W, and U are practically ghost towns.

    Where are Quentin, Quentinius, Quasar, Wilhelmina, Wenceslaus, Xanthe, Xenia, Ulysses, Ursula,  Octavia, and Ozric? Surely the World of Darkness has room for at least one terrifying vampire accountant called Wilhelmina.

    Meanwhile, I think the letter A can safely take a well-earned holiday. We probably have enough Aarons (or Aerons), Abrahams, Adelinos, Alexes and Alicias to populate an entire Camarilla convention, although real-world first names also heavily favour the letter A. Apparently, humanity has been neglecting the Wilhelminas for centuries.

    Of course, none of this information will help you win tournaments. It won't improve your deck building or make your bleeds any stronger. This isn't a problem that needs solving, I was simply curious. Like any respectable Tremere apprentice, I occasionally find myself researching things that absolutely nobody asked about. Sometimes it's refreshing to step away from deck optimization and instead investigate completely pointless mysteries, simply because they're interesting.  Besides, every collection tells a story. Mine told me to get more cards!

    The game never ends, only pauses. I'll see you at the next move.

    Custodian Hargrave

    Monday, July 6, 2026

    Necromancy is surprisingly good team building

    Last weekend we gathered once again in Cambridge for what has become one of my favourite traditions: five friends, five decks and a few hours of politics, betrayal and the occasional vampire discovering that walking into combat was, in hindsight, a poor choice. The usual suspects were there (David, Manuel, Cristina, Aaron and myself) but this game came with one important difference. I wanted to give my freshly built Hecata deck its first proper trial. Up until now I had never played a deck that relied heavily on allies, especially stinky zombies, so I had absolutely no idea whether I had designed an effective necromantic engine or simply an expensive way of filling the ash heap. To make things even more interesting, I asked everyone to play as ruthlessly as possible. No friendly reminders, no "oh, you forgot to untap." If I missed a trigger, that was entirely my fault (and during the game, of course I did). It turns out tournament discipline is a lot like learning to ride a bicycle: you remember best after falling off a few times.

    The seating ended up as Cristina (Path of Death) > Me (Hecata) > David (Ventrue) > Aaron (Salubri) > Manuel (Path of Caine). I approached the opening turns cautiously. I had never actually faced a Path of Death deck before and wasn't sure how much pressure my predator would generate. Fortunately for me, Cristina had far more urgent problems. Manuel's Brujah antitribu were already knocking on her crypt door, which gave me the breathing room every Hecata secretly dreams about. I quietly held a few Family Gatherings, influenced out my vampires, and slowly started inviting the dead back to work. There is something wonderfully thematic about Family Gatherings. Most families get together for birthdays or Sunday lunch. The Hecata apparently use theirs to recruit zombies. The deck felt surprisingly smooth. Aggressive Corpses, which I initially wasn't entirely convinced about, proved remarkably useful, slowly grinding away at my prey's vampires until they spent more time hunting than actually accomplishing anything. The only thing that disappointed me was the pace of ally recruitment. I had imagined a cemetery overflowing with restless servants by the late game. Instead, it felt more like hiring one ghost at a time through an exceptionally slow human resources department. That is definitely something I want to improve before the next outing.

    David, meanwhile, demonstrated once again why elegant Ventrue politics should never be underestimated. His crypt revolved around Lucinde and a collection of titled princes who, thanks to Obfuscate, could slip important political actions through with frustrating consistency. I managed to keep his smaller princes busy by repeatedly throwing zombies at them, forcing them to hunt rather than govern, but Lucinde herself remained completely untouchable. It felt like trying to disrupt a board meeting by arguing with middle management while the CEO calmly continued signing documents upstairs.

    Aaron played his now well-travelled Salubri deck and every time I see it, I become a little more convinced that I originally built it with the wrong emphasis. I leaned heavily into combat because, let's be honest, magical swords are difficult to resist. But after watching the deck evolve over several games, I suspect the real strength lies elsewhere. Between multi-actions, solid disciplines and reliable bleed potential, I can easily imagine it becoming far more aggressive outside of combat. Aaron seems perfectly happy regardless. Whether he keeps choosing the deck because he enjoys three-eyed vampires, aggravated damage, or simply proving me wrong every game, I cannot yet say.

    Then there was Manuel. At this point I honestly believe he is physically incapable of building a deck that doesn't terrify people in combat. His Path of Caine deck was every bit as brutal as I expected. Hector was particularly memorable, casually threatening aggravated hand strikes that made everyone at the table suddenly reconsider their life choices. Watching Aaron's Salubri survive an encounter with Hector thanks to Fortitude felt less like winning combat and more like surviving a head-on collision with a freight train. Manuel has an uncanny ability to strip blood from opposing vampires with ruthless efficiency and every time I play against one of his decks I leave with a renewed appreciation for not entering combat voluntarily.

    Cristina's Path of Death deck also had its own star. Ashur-uballit seemed determined to demonstrate that death is more of a polite suggestion than a permanent condition. He found himself in torpor multiple times during the game, only to crawl back into action again and again. His enormous blood reserve allowed Cristina to perform all sorts of sinister rituals while refusing to stay down. It was like watching the villain in a horror film that keeps getting back up no matter how many times the audience collectively says, "Surely that's the end of him". But Ashur-uballit (just like Palpy) somehow survived!



    By the end of the game, David rightfully claimed the victory, having established the strongest position at the table before the timer ran out. As for me, I walked away genuinely pleased with the Hecata experiment. The deck felt thematic, atmospheric, and unlike anything I've played before. It also exposed a few weaknesses, I'd like to recruit allies more consistently and get my undead workforce onto the table a little faster. Every good manager learns something after the first team-building exercise and apparently the Hecata are no exception. The zombies are enthusiastic, the ghosts seem reasonably motivated and with a bit more practice I might even turn them into an efficient department. Human Resources would probably have some concerns, but fortunately the dead rarely file complaints. I shall now return to my sanctuary, consult ancient tomes, rearrange a few corpses and see whether the next version of the deck can make death arrive just a little earlier.

    The game never ends, only pauses. I'll see you at the next move.

    Custodian Hargrave

    Your counterargument has an Assault Rifle

    With the VTES UK Nationals fast approaching, I travelled to Cambridge on Sunday to meet David and Manuel for some much-needed practice. At ...