5/20/04

Randy and I had our first two sessions of "Campaign Heroclix" last night. It went fantastically, assuming your name's Randy.

My team of villains:
R Kingpin, R Riddler, R Cheshire, R Mystique, R Viper, R Stix, LE Calypso Ezili

Randy's team of heroes:
R Cyborg, R Robin, R Live Wire, R Johnny Alpha, R Shadowcat, R Green Arrow, R Boom-Boom

I won the first roll and chose the Avengers Mansion indoor map, the scenario being "steal the paintings." Randy got to place four tokens on the map and note that one was a forgery. We agreed that if I took any one of the real paintings away, I won and took 30 points, Randy 20. If I took none, Randy got 30 and I got 20. If I took just the forgery and nothing else, then I'd be penalized and only win 15 experience points. The jerk set up on the conference room side of the map and stuck all four tokens in the far corner (colored gray on the map), forcing me to go down the long hallway to get them!

It was an agonizingly long fight for 200 points, but I finally came through. Cyborg posed the biggest problem for my team, but the two Perplexers and the Prob Control helped out. Shadowcat was the last to fall. I still had Kingpin, Calypso and Riddler active, and Kingpin and Calypso were making their way out with paintings when Riddler finally KOed Shadowcat.

I spent my 30 points this way: Upgraded Kingpin from R to E for 5 points, and upgraded Calypso from LE to R for 7, and kept the remaining 18 in the bank. Randy used 3 points to upgrade Robin from R to E and kept 17 in his bank.

For round two, Randy won the roll and wanted to play a straight-up brawl on a Mage Knight map, with guest stars. He rolled a 4, so we each could add a guest star under 40 points. I just went down the list from Infinity Challenge - I will probably add Constrictor to my team later as he has a V+ LE, and those are used to "unlock" Uniques. So I went ahead and picked Boomerang as my guest villain - I don't have the Fred Myers LE anyway.

Randy went with R Logan, and from that point, nothing went right. He decimated me. I made it worse by forgetting the one thing you never, ever want to do is smack Logan for one in close combat. I'm sure Stix thought that was a great idea until Logan Flurried for 3 twice. D'oh!

It was a nightmare - I wasn't paying attention to the diagonals on the map and Boom-Boom and Green Arrow sniped the crap out of me. Calypso MCed Logan to work his Flurry magic on Shadowcat. Well, I missed the first roll and Randy Super-Sensed away the second. Calypso *did* MC Johnny Alpha for a successful shot on Live Wire and that would be about it.

The bitterest pill came when Logan critical hit Riddler for the KO, which, in campaign edition rules, counts as a kill. That particularly stank, as I was hoping to increase him to his V+ LE. And I bought the Rookie Riddler especially for this campaign! Well, there's forty cents I'll never use again! I went ahead and conceded - Kingpin, who wasnt doing anything on this nightmare map - informed the heroes that he'd bought this old mine and they were tresspassing on private property and would have to leave. Then he blamed the late Riddler for everyone's screwups and went to hire more help.

With his 30 point win and 17 bank, Randy went ahead and added R Logan to his team, with 7 points left in the bank. I had 20 points for the loss, plus 18 bank and Riddler's 34 {If a character is killed, the player gets back the points of the Rookie}. I upgraded Viper from R to E for 5 points, and added R Vulture (for some badly-needed mobility, plus he also has a V+ LE I can build towards) and R Madame Masque (Stealth, Poison, RCE, plus the V+ LE). I still have 20 points in my bank.

I would say "Next time, heroes... Revenge!!" but this is all about money, and Riddler was a screwball anyway...

6/10/04

Point costs for issue three:

E Kingpin: 29
R Cheshire: 24
E Viper: 38
R Mystique: 34
R Calypso: 22
R Stix: 26
R Vulture: 15
R Madame Masque: 32 (227)

Heroes:

E Robin: 20
R Cyborg: 44
R Green Arrow: 29
R Boom-Boom: 14
R Shadowcat: 28
R Johnny Alpha: 41
R Live Wire: 22
Wolverine (R Logan): 40 (238)

ISSUE THREE: Metropolis outdoor map. The scenario was “Defuse the Bombs.”

Four 4-sided dice were placed at the corners of the Superman statue. Each is a bomb. Upon occupying the same square as the bomb, the hero could roll to defuse it. If his roll matches the number of the bomb (Roll a 3 to defuse Bomb #3), the bomb is defused. A defuse attempt is free and does not count as an action for the character, but it is all the character can do that turn. The attempt does not count against the player's two actions. The game has twelve turns. The hero player earns five points for each defused bomb and the villain earns five for each non-defused bomb.

Randy didn't commit enough pieces to the statue to defuse, and, lacking free movement or Leadership, he couldn't get enough pieces to the action and still fight against me. This scenario really swung in my favor, which is why the most points I could earn was 20, instead of 30. In the end, Randy defused one bomb and three went off.

WIN and 15 points for the Villains. Villains use 5 points to increase Mystique from R to LE. 30 points in Bank.
LOSS and 5 points for the Heroes. Heroes use 9 points to increase Wolverine from R Logan to E Logan. 3 points in Bank.

Revised point costs:

LE Mystique: 39 (232)

Heroes:

Wolverine (E Logan): 49 (247)

ISSUE FOUR: We played on the “Denny’s” short map, Xavier School Outdoor side, over dinner at Moe's. This was a straight brawl, with the possible points reduced (20/15 instead of 30/20) due to the odd size. This was pretty effective for my team. I hit most of my Leadership rolls, allowing me to keep a brawl going in that X-shaped shrubery while Calypso and Mme Masque sniped from that pond.

WIN and 20 points for Villains. Villains use 6 points to increase Madame Masque from R to E. Villains buy the second Stix (32 pts). 18 points in Bank.
LOSS and 15 points for Heroes. Heroes use 5 points to increase Boom-Boom from R to E and 5 points to increase Shadowcat from R to E. 8 points in Bank.

Revised point costs:

R Stix: 26
E Stix: 32
E Madame Masque: 38 (270)

Heroes:

E Boom-Boom: 19
E Shadowcat: 33 (257)

ISSUE FIVE: With guest stars R Thor vs. R Ultron (Randy rolled a 12, so any one Rookie or Unique under 120 pts). Office with courtyard map. Scenario: Characters with the highest point cost on your team (LE Mystique / E Logan) cannot attack until they have touched a gem on the other side of the map. This one could have gone either way for a while. Ultron was in the bizarre position of being a taxi, trying to move Mystique from stealth to stealth. When they got ambushed and Cyborg knocked her out of Stealth, Ultron was able to whale on his team. Meanwhile, Shadowcat and Logan snuck through the walls into what looked like a clever trap with Cheshire and Mme Masque ready to dish out the Poison and E Stix with perfect LOS to Logan. Unfortunately, I rolled badly and they were able to escape with a pitiful 1 click of damage each, but not before Logan did 3 each to Cheshire and Masque.

I needed a break badly, and even after I MC'ed Logan to do 3 clicks to Shadowcat, it looked like it wasn't coming. Ultron was rushing back to the rescue and Viper kicking Johnny Alpha around. Randy was holding Thor in reserve for some baffling reason. Finally the break came as Randy pushed to Flurry Kingpin, intending to then race him out of there with Shadowcat. Unfortunately, the push put him on Battle Fury, leaving him stranded.

Finally it came down to Thor - who'd taken two clicks - and a badly beat Boom-Boom facing down two Stixes, Viper, Mme Masque and Ultron, who'd taken no damage. Randy pushed Thor with a heavy object and missed. He conceded at that point.

WIN and 30 points for Villains. Villains upgrade Cheshire from R to E (10 pts) and buy a R Criminal. 22 points in Bank.
LOSS and 20 points for Heroes. Green Arrow (29 pts) quits the team in disgust and is replaced by Psylocke (29 pts). 28 points in Bank.

6/18/04

Randy and I played five **very cool** issues last night. Here's what happened in the first three. Basically, I got carved up like a shish kabob.

The teams:

E Kingpin: 29
E Cheshire: 34
E Viper: 38
LE Mystique: 39
R Calypso: 29
R Stix: 26
E Stix: 32
R Vulture: 15
E Madame Masque: 38
R Criminal: 10 (290)

Heroes:

E Robin: 20
R Cyborg: 44
R Psylocke: 29
E Boom-Boom: 19
E Shadowcat: 33
R Johnny Alpha: 41
R Live Wire: 22
E Wolverine (Logan): 49 (257)

ISSUE SIX: We're playing using the MK Dungeon Tiles. I built a little labyrinth. Scenario: Logan and Mystique had gotten together for some hot, sweaty mutant a-lovin' in Florida, each pretending to betray their friends and snatch some magical thing in an old Spanish fortress in the swamps. The fortress is embued with magical powers and cancels both Stealth and Phasing on all characters. Logan and Mystique made it to the center, but got nearly fatally zapped and are trapped in a room on their last click of life without powers or movement, but an 18 defense each. They can be carried by a flyer at regular movement, or by a grounded character moving at half-speed. It's down to the rest of the teams to rescue them. There isn't a "win." but you collect points for escaping. Everyone must enter the dungeon and nobody can leave until someone within its walls is KOed. The first hero to leave gets 10 points. Each hero to leave afterwards gets 1 point, and 5 if Logan makes it out. The first villain to leave gets 8 points (as I outnumber him, I thought a compromise nice). Each villain to leave afterwards gets 1 point, and 5 if Mystique makes it out.

We had a delicious fight in the twisty corridors, which resulted in Johnny Alpha's death. Vulture - of all people - delivered a critical hit KO. As soon as the heroes got Logan, they beat a hasty retreat, with Cyborg holding the rear.

21 points for Villains. Villains upgrade Kingpin from E to V (14 pts) and keep 29 pts in Bank.
19 points for Heroes plus 41 for Johnny Alpha. Heroes upgrade Robin from E to V (2 pts) and Shadowcat from E to U (3 pts) and keep 83 pts in Bank.

Revised point costs:

Kingpin: E to V: 43 (304)

Heroes:

Robin: E to V: 22
Shadowcat: E to U: 36 (221)

ISSUE SEVEN: “The Three-Handed Game.” Villains must abduct three enemy agents in a government holding facility. This is played on the factory / office map. Now, come on. I'm up by 80 points. How can I lose? Well, easily, when Logan goes totally nuts on me. A Flurry BCF attack resulted in a critical hit on the first attack to Viper. I Masterminded it to Rookie Stix, praying for a 1-2-or-3 on the die roll. Nope. 5. Logan kills Stix and there went my Mastermind fodder. The second attack hits for 6 clicks and that's a KO to Viper. Logan takes out 64 points in one action - that evened things up.

The Villains concede after heavy losses and take 5 points plus 10 for spiriting away two agents. Heroes win with 10 points plus 5 for protecting the third agent.
15 points for Heroes. Heroes upgrade Boom-Boom from E to V (Meltdown – 4 pts) and purchase R Dr Fate (85 pts), with 9 points in Bank.
15 points for Villains plus 26 pts for Stix. Villains upgrade Viper from E to LE (1 pt) and purchase R Kraven (52 pts), with 17 points in Bank.

Revised point costs: Viper: E to LE: 39
R Kraven: 52 (331)

Heroes:

Boom-Boom: E to V: 23
R Doctor Fate: 85 (310)

ISSUE EIGHT: Part one of two!! Museum map. Scenario: There’s a bomb in the building! On one of 12 turns, randomly, the bomb will be revealed. When that happens, everyone has two turns to leave the building. Anyone left inside is KOed and does not go to part two. No healing between rounds.

This is the greatest game of Heroclix ever played. What happens here is awesome. Three of the neatest things ever. Well, the first two, you've seen before, it was just really cool in context and in the same game.

Silly Randy hadn't seen Madame Hydra (LE Viper) before and didn't know about that lovely 2 damage + RCE first click with a frigging 10 range. On my first move, Vulture taxied her 8 squares up. On Randy's, he had Live Wire taxi Psylocke into LE Viper's range. Viper targetted Live Wire and, no sooner had he put her down, Viper KOed him with one shot. BOOM!

Randy quickly sussed that he needed to do something about this range tank - and her flying Mastermind fodder - and pushed Shadowcat to get Logan to base her. I whacked Logan as best I could, hoping now to just KO him in this round from range and keep him out of part two. I knocked Logan onto his Flurry BCF as planned. His first attack on Vulture missed. The second was - YES THAT'S RIGHT - a critical hit for SIX into the WALL. Eight frigging clicks of damage and another KILL for this CANADIAN PSYCHOPATH.

Well, most of my people went for the ranged attacks on Logan while Kraven and Calypso just caused Cyborg and Dr. Fate all *kinds* of grief fighting in that big dinosaur statue in the middle. Meltdown and Robin hung back while Psylocke moved over to give Enhancement to Dr. Fate.

And then the bomb showed up. And this is beautiful.

Calypso has an action token and she's on hindering terrain. There is no way she can make it out of the building with only two turns each left. Ditto Kraven and Viper.

I get the first turn. Mystique, Madame Masque and Stix run towards the door. Stix makes it out. Viper tries to hit Shadowcat - maybe I can wound her enough to hinder her movement? Nope. Missed.

Randy's turn. Dr. Fate picks up Cyborg and runs. Shadowcat runs. Psylocke is in hindering terrain, but if she moves now and pushes on the next turn, she can make the starting area.

TICK

Second turn. Mystique and Mme Masque push and make it to safety. Calypso targets Psylocke. She's just in range. To hit? No, to MIND CONTROL. "Come BACK here! You will DIE with us!!*" Made the roll, and walked Psylocke back into hindering terrain, so now she was trapped! We laughed about that for a good long while.

Randy took the last turn and got four of his people in total out. A massive explosion levelled the building - but what will happen when the heroes and villains meet again, outside?

Villains: Viper, Calypso and Kraven (and Vulture) don’t make it out. 10 points for finishing round one.
Heroes: Psylocke, Meltdown, Live Wire and Wolverine don’t make it out. 10 points for finishing round one.

*Dramatic license - the explosion only KOed them.

7/12/04

I've been a bit remiss about keeping all few of you who care what's been happening as the Kingpin's forces continue their scheme to bewilder the forces of law and order.

Well, in the last issue, most of the protagonists were waylaid in a huge explosion. Prior to that, Wolverine had claimed his third kill when he took out Vulture. In issue nine, the action moves outdoors:

Revised point costs:

Kingpin: 43
Cheshire: 34
Mystique: 39
Stix: 32
Madame Masque: 38
Criminals: 10 (196)

Heroes:

Robin: 22
Cyborg: 44
Shadowcat: 36
Doctor Fate: 85 (187)

ISSUE NINE: Part two of two!! Guest-stars Cyclops vs. Hobgoblin. The three-building map on the flip side of the museum map, with about sixteen squares of rubble in the middle to represent the bombed museum. Straight brawl.

I chose Hobgoblin to give me some badly-needed mobility against Randy's team (I rolled a 4, so any Rookie or Unique 40 points or under could do, and I'm focussing on Infinity Challenge's villains right now.) Randy used the Unique Cyclops, who exists as a pre-Rookie, if you will. Somehow I eked out a win. Having so many Stealthed characters meant I could force Randy to push to avoid taking damage. Neither Cyclops nor Hobgoblin affected play much.

WIN and 15 points for the Villains, plus 10 from round one, plus 15 regaining Vulture’s cost. (57 pts). Villains upgrade Calypso from R to E (9 pts) and buy R Blizzard for 35 pts. 13 pts in Bank.
LOSS and 10 points for the Heroes, plus 10 from round one. Heroes upgrade Cyborg from R to E (10 pts) and Psylocke from R to E (10 pts). 9 pts in Bank.

Revised point costs:

Kingpin: 43
Cheshire: 34
Viper: 39
Mystique: 39
Calypso: 38
Stix: 32
Madame Masque: 38
Criminals: 10
Kraven: 52
Blizzard: 35 (360)

Heroes:

Robin: 22
Cyborg: 54
Psylocke: 39
Boom-Boom: 23
Shadowcat: 36
Live Wire: 22
Wolverine: 49
Doctor Fate: 85 (330)

ISSUE TEN: Chinese garden map. Scenario: Four icons in the koi pond for the villains to steal.

Now come on - how could I possibly lose being thirty points up on a grab-n-run game? Easily. Things started very nicely indeed. Randy, as you may recall, is out of the tourney scene and when he did play, almost nobody used Pulse Wave. So he was a little unprepared for what a bad idea it is to surround somebody with it. In one brilliant moment, Blizzard Pulse-Waved his ENTIRE TEAM except Robin. And then he just started beating me stupid.

Nothing worked right. I have no mobility, I couldn't roll, he just outplayed me from start to finish. And then there's this lovely note: "Cheshire is fatally KOed by Logan." Yup! The monster murdered his FOURTH victim. Given the odds of rolling a critical hit in any event are only 1 in 36, how does the same piece keep rolling critical hit KOs on me?!

WIN and 25 points for the Heroes. Heroes upgrade Live Wire from R to E (15 pts). 19 points in Bank.
LOSS and 15 points for the Villains. Criminal leaves the team. Villains upgrade Mystique from LE to E (4 pts) and buy R T.O. Morrow (21 pts) and R Yellowjacket (22 pts). 15 points in Bank.

Revised point costs: Mystique: 43
T.O. Morrow: 21
Yellowjacket: 22 (363)

Heroes:

Live Wire: 37
(345)

ISSUE ELEVEN: Straight brawl in the Indy indoor map.

While inexpensive, Yellowjacket is accomplishing very little here. I've got one flier to Randy's three. I tried using her to set up Blizzard making Running Shot Pulse Waves, but Randy saw what I was up to and reacted. He wasn't nearly as effective this time. I got careless trying to knock Logan off his Stealth click. Kraven's not helping much. One fabulous click and a glass jaw - I need to get him up to his superior Vet and LE ASAP, but need to hold onto some of the points right now.

WIN and 30 points for the Heroes. Heroes upgrade Wolverine from E Logan to V Logan (11 pts). 38 pts in Bank.
LOSS and 20 points for the Villains. Villains upgrade Blizzard from R to E (11 pts). 24 pts in Bank.

Villains total: (374)
Heroes total: (356)

TO BE CONTINUED!


(7/14/04)

Continuing the exciting drama as Kingpin's villains struggle against Robin's heroes, things took a supernatural turn as my opponent Randy took advantage of a comic & game store in Ellijay which was closing its doors. While neither of us know anything about Mage Knight, some of those sculpts are quite nifty, and the bored shopkeep was quite happy to shovel out the contents of his singles bucket to Randy for ten cents apiece. Randy gave him seven bucks for seventy ghoulies, freaks, specters and swamp monsters, including at least four uniques. And what did we do with this undead army? Well, I'll tell you...

ISSUES TWELVE & THIRTEEN: A two-part story.

PART ONE: Brawl against twenty-two demons in the Museum.

The Kingpin's team arrived to do a deal with some big ole demonoid and the heroes arrived to stop them. Suddenly the lights went out and each of us placed eleven monsters on the map. On each turn, we moved our eleven monsters against the opponent, and then used our Heroclix characters to fight back against the monsters who were attacking us.

Lacking knowledge of how the Mage Knight power system worked, we just used whatever Heroclix power goes with that color. Nor did we examine any of the dials. This led to such amusing sights as velociraptors with Mind Control totally screwing with Randy's heroes. I, meanwhile, was hopelessly beset by this blasted giant worm with a dial about 10 clicks long and a 14 attack. I wish I had a worm like that to beat up on Dr. Fate...

This was incredibly fun and amusing for the first two hours. Eventually, it got awfully, awfully tedious. The third hour ended and the 22nd demon was finally slain and we still had to deal with the principal demonoid, now revealed, and Randy had a "second part" he wanted to play....

(On my team, Viper, Mystique, Calypso, Mme. Masque, Blizzard, T.O. Morrow & Yellowjacket were KOed, and Robin, Boom-Boom, Shadowcat and Wolverine were KOed on the hero side.)

PART TWO: Capture-the-flag race in the X-Men Danger Room.

Randy wanted to have the survivors from the first brawl race across the board, pick up an item and race back. I only managed to win this because neither Kraven nor Stix had taken any damage in part one and were still pretty dangerous. I picked apart Dr. Fate, who was about halfway down his dial to start, almost immediately. Kraven went mano-mano with Cyborg and took him out, and Stix finished off Live Wire while Kingpin slowly walked back with his prize.

WIN and 30 points for the Villains. Villains upgrade Kraven from R to E (20 pts). 34 pts in Bank.
LOSS and 20 points for the Heroes. Heroes upgrade Psylocke from E to V (6 pts). 52 pts in Bank.

Revised point costs:

Kraven: 72 (394)

Heroes:

Psylocke: 45 (362)

ISSUE FOURTEEN: Capture Wolverine! Guest stars Supergirl & Firestorm vs. Magneto & Juggernaut. Outdoor mansion map.

Oh, what a bad, bad choice I made on this one. I figured I really needed to get rid of Wolverine at any cost, and so with the assistance of a pair of Evil Mutants, we'd take our thirty-point advantage to town and save ourselves any future headaches from my Canadian headache. Even more in my favor: It would be likely that Randy would commit Shadowcat to moving Wolverine around and keeping him out of my way, devoting 96 points to evading me. Also, my newly-upgraded Kraven could share his Sinister Syndicate TA with Calypso and with Blizzard! This would actually make Blizzard much more useful - I could use his Pulse Wave and then once he got whacked a couple of times, have him rush back to Kraven for a 10 attack, and not a 6 or whatever wussy stat he's got once he loses PW.

Well, I was mostly right on both these fronts, but I wasn't thinking about the map!! With Supergirl and Firestorm there to help, Randy's entire team could take the high ground and stay off the edges. He mostly forced me to come to him, and while I had a couple of good moments (most notably MCing Supergirl to clobber the daylights out of Cyborg), I succeeded in taking out exactly TWO of his team - Cyborg and Firestorm.

This was a mammoth failure - the worst whipping I've taken in the campaign so far!

WIN and 25 points for the Heroes. Heroes upgrade Cyborg from E to V (11 pts). 66 points in Bank.
LOSS and 15 points for the Villains. Villains upgrade TO Morrow from R to E (5 pts). 44 points in Bank.

Revised point costs:

T.O. Morrow: 26 (399)

Heroes:

Cyborg: 65 (373)

NEXT ISSUE: Bat-Mite just MESSES STUFF UP.


(7/22/04)

All right, for those of you who are paying attention, last issue saw the Villains handed an utterly crushing defeat as the Heroes successfully kept Kingpin's team from capturing Wolverine. They planned to try again, but first, there was a little, ummm, oddness...

ISSUE FIFTEEN: The Jinx of Bat-Mite!! Bat-Mite has messed with the armies as they brawl in the Batcave. We each dug in the others' tackle boxes and brought out a pair of themed characters to sub onto the teams.

Randy went with "girls with knives." Villains: Kraven is replaced by V Arwyn. Calypso is replaced by R Ashleigh.
I went with "green people." Heroes: Wolverine is replaced by E She-Hulk. Dr Fate is replaced by R Changeling.

WIN and 25 points for the Villains. Villains upgrade Mystique from E to V (8 pts) and add E Boomerang (34 pts). 27 pts in Bank. ((Boomerang had been a guest star in issue 2 as a Rookie, so his Exp is available.))
LOSS and 15 points for the Heroes. Heroes add R Wolfsbane (28 pts). 55 pts in Bank.

Revised point costs:

Mystique: 51

Boomerang: 34 (441)

Heroes:

Wolfsbane: 28 (401)

ISSUE SIXTEEN: Protect the scientist in the Panic Room! Played in the Avengers Mansion. We placed a bystander pog in the mansion "monitor room." The heroes had to unlock the panic room (expend four actions) and then walk him out while the villains tried to nail him.

Stix is fatally KOed by Shadowcat. Sigh...

Here was another game I should not have lost, but Randy's mobility - and too dang much stealth! - did me in.

WIN and 25 points for the Heroes, plus 5 for protecting the Scientist. Heroes upgrade Wolfsbane from R to E (4 pts) and Live Wire from E to V (13 pts). 68 pts in Bank.
LOSS and 15 points for the Villains, plus 32 regaining Stix’s cost. Villains upgrade Calypso from E to V (8 pts) and Madame Masque from E to V (12 pts) and Kraven from E to V (8 pts), also adding R Bullseye (26 pts). 20 pts in Bank.

Revised point costs:

Calypso: 46
Madame Masque: 50
Kraven: 80
Bullseye: 26 (463)

Heroes:

Live Wire: 50
Wolfsbane: 32 (418)

ISSUE SEVENTEEN: Capture Wolverine … again! Played on the outdoor Park map.

Haven't played this map in ages and the darn thing worked perfectly for me. I overcame my stupidity from the previous week and didn't give Randy the advantage of elevated terrain. My force executed an absolutely perfect pincer around the pond with enough Stealth and range to keep him hemmed back. Kraven, naturally, delivered the close combat KO and the bad guys escaped with the jewel in Randy's army...

On the other hand, boy, does Rookie Bullseye stink or what?

WIN and 25 points for the Villains, plus 5 for capturing Wolverine. Villains upgrade Bullseye from R to E (5 pts). 45 pts in Bank.
LOSS and 15 points for the Heroes. Heroes upgrade Wolfsbane from E to V (7 pts). 76 pts in Bank.

Revised point costs:

Bullseye: 31 (468)

Heroes:

Wolverine - absent -
Wolfsbane: 39 (365)

A hundred point lead! What could possibly go wrong now... ?!

Oh, just wait.

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