Sunday, January 15, 2023

CTE - Fight Some Skeletons

CTE - CHAPTER FOUR

Time For A Real Fight


When you first cross through the gates and onto the cemetery grounds, things are peaceful. You briefly wonder if the stories of this "cursed cemetery" are nothing more than legend. Then suddenly, you see them - skeletal human remains! They walk, perhaps like they did in life, but certainly more quickly than they could have when burdened by living flesh. 


They hiss at you even though they have no lungs with which to spit out air. Their maneuvering is deliberate, rapid and smart. They are trying to surround you. You grip your club tightly in your hand. Now it's time for a real fight! 


Skeletons (x3) 

Me 10, Mi 5, Mo: Skeletons suffer 2x Harm from Crushing Weapons. 


This combat is against three skeletons. The stats for the skeletons are shown above.


As with the Slime previously, the Skeletons have three stats: Menace, Might and Mojo.


  • Menace is the target number you have to beat with effort when performing any action that is being opposed by the Skeletons. In this case that number is 10.


  • Might is the amount of life-force driving the skeletons to keep fighting. Each Skeleton has 5 Might. You will need to track this in your notes.


  • Mojo includes any special rules related to the Skeletons. Skeletons are vulnerable to crushing damage. Your club is a crushing type weapon. You will inflict 4 harm per successful hit on the skeletons (2♥ x2 = 4). Your club is ideally suited to fighting Skeletons!


Fight the skeletons using the rules for combat in the previous chapter. If you win, proceed to the next chapter: Royalties. If you lose, reset the fight and try again.



Game Play Example: Setup: A - Create tableau and play areas. I draw the 8♦, the Q♣ and the 6♠. These are laid face up in front of me to form my tableau. I place the deck just above my tableau. This is the play area.

B - Place monsters into threat and shadow areas. The encounter is with three skeletons. I draw three cards and place them one at a time to represent the skeletons. I draw a 2♥ to represent the first skeleton. Because the card is red, it goes in the threat area just above the play area.

The next card I draw is a 7♣. This is the second skeleton. Because the card is black, I place it above the 2♥. This is now the shadow area. The third and final skeleton is a 8♥. This goes in the threat area next to the 2♥.

1 - Counter ♣ There are two skeletons in the threat area. I would prefer to deal with only 1 skeleton at a time. I need to try and push one skeleton back into the shadow area. Moving a monster to a new area is done with the Counter ♣ action. All actions taken against the skeletons require that I equal or exceed their Menace of 10. The Q♣ has a value of 7. My quilted armor grants a +1♣ bonus. The 8 total isn't high enough, but the suit of ♣ is trump for the Counter action. This means that I can flip the top card of the deck and add it to my played card. I play the Q♣ and then flip the top card, a 5♠. Adding the 5 to my previous total of 8 gives me a final total of 13. 13 is greater than the skeleton's menace of 10. I successfully push one skeleton back to the shadow area. I also need to draw a new card to refill my tableau area. I draw a J♠ to replace the Q♣

3 - Hack ♥ or Shoot ♠ Step 2 is the option to flee, but I don't want to run away. So, It's time for step 3. My club is a melee weapon because it doesn't have the "ranged" keyword. That means my attack uses the Hack ♥ action. I don't have any ♥ in hand. So, no option to play trump for the Hack ♥ action. My club grants me +2♥. If I play my highest card (8♦) the total is just enough. 8♦ +2♥ = 10. I need a 10 or greater to equal or exceed the menace of the skeletons. If I do this, I will inflict 10-10 or 0 base damage, plus harm. Skeletons suffer double harm when struck by my club. This means I will inflict double +2♥ or 4 harm for a total of 4 damage. This is not enough to destroy the skeleton which has a might of 5. I can do this and potentially leave myself open to attack, or I can save my 8♦ to defend. The 8♦ is guaranteed success against the attack. If I risk losing this card, I might take damage. When I take damage, I lose the ability to play one of the cards in my tableau which is major. I decide to bide my time and play it safe. I play my lowest card, the 6♠, and draw a new card to refill my tableau. I draw a 3♠. I would not have been able to defend against the coming attack. I made the right choice by saving the 8♦.

4 - Defend ♦ against monster attacks The skeleton 8♥ remains in the threat zone and attacks me. I need to perform a Defend ♦ action. Fortunately, I have just the card that I need. I play the 8♦, and because it is trump for the Defend ♦ action, I flip the top card of the deck to add to it. The flipped card is a 4♦, because this is also trump for the Defend ♦ action, I flip another card (5♣). My quilted armor grants +2♦ which I can add to the Defend ♦ action. I add the bonus for my armor to the original card played and the two cards that I flipped. +2♦ (armor), +8♦ (played card), +4♦ (1st trump card), +5♣ (2nd trump card) = 19. 19 is well above the 10 that I needed. The skeleton's attack was successfully defended against. I draw a new card (4♠) to refill my tableau.

7 - Monsters Move I skip the 5 - Resolve Damage and 6 - Resist Toxins steps because they don't apply right now. Sadly, all three skeletons remain and none have taken any damage. I begin with 2♥ skeleton currently in the shadow area. I draw a 2♦ - red! I move the skeleton to the threat area and place the 2♦ on the discard pile. For the 7♣, I draw a 4♥ - red. I move the 7♣ to the threat area. Finally, for the 8♥ I draw a 9♠ - black. I move the 8♥ back to the shadow area.

1 - Counter ♣ Back to the top of the sequence to start a new round and I'm in trouble. I don't have any trump cards and nothing high enough to break an 11. I play the 3♠ and hope that I draw something useful. I draw a 10♦ which will help in defense, but I was really hoping to draw a heart.

3 - Hack ♥ or Shoot ♠ I'm not ready to run (yet.) So, I skip step 2. Okay, I can use my highest card, the 10♦ to attack or save it for defense. If I attack with this card, I will add +2♥ for a total of 12. That is two greater than the menace of 10. It would cause 2 points of damage. Because my club is a crushing weapon the harm that I inflict will double. +2♥ doubled is +4. Adding 4 harm to the 2 base damage inflicted brings the total to 6 damage. The skeletons have a Might of 5. The 6 damage is enough to defeat the skeleton. That's what I will do! I play the 10♦ to defeat one of the skeletons. I move the skeleton represented by the 2♥ to the discard pile and draw a new card (K♥) for my tableau.

4 - Defend ♦ against monster attacks The skeleton represented by the 7♣ is in the threat area and attacks. The best effort that I can achieve with the cards that I have is 9. (7 for either of the Royals (face cards) +2♦ for my armor.) That's not enough to get over the skeleton's menace of 10. I play my lowest card, the 4♠ and draw a new card (J♣) for my tableau.

5 - Resolve Damage I did not successfully defend against an attack against me. I must suffer damage. To do this, I must select one of the cards in my tableau and flip it face down. The card still takes up space in my tableau counting against my total of 3. But, I cannot play a face down card. The J♣ is good for the Counter ♣ action, and the K♥ is good for the Hack ♥ action. I flip over the J♠.

7 - Monsters Move I skip step 6 - Resist Toxins because it doesn't apply. (These skeletons don't inflict toxins.) Two skeletons remain. I begin with the skeleton represented by the 8♥ currently in the shadow area. I draw a 6♥ - red. The skeleton moves to the threat area. Now for the skeleton represented by the 7♣. I draw a 8♠ - black. That skeleton moves to the shadows.

3 - Hack ♥ or Shoot ♠ I like the cards in my tableau and the skeletons are right where I want them. So, I skip steps 1 and 2, and move directly to Hack ♥. I've been waiting for the chance to Hack ♥ using a trump card. I play the K♥ and flip over the top card of the deck. I get the A♠. Both the A♠ and the K♥ are Royals. All Royals are worth 7 each, together they give me 14 effort. To this I add +2♥ bonus for my club, bring the total effort to 16. Subtracting the skeleton's menace of 10 from my total effort of 16 leaves 6. That's 6 points of base damage. To this I add the doubled +2♥ for 4 points of Harm damage. This brings the damage total to 10. Well above the skeleton's might of 5. The skeleton is destroyed. I discard the 8♥ and draw a new card to bring my tableau back up to 3 cards. I draw the K♦. I would have preferred another heart (or a really high numbered card.) But, the K♦ is good defense. So, I am feeling confident.

7 - Monsters Move No monster attacks since the only skeleton left is in the shadow area. Monsters move. I draw a A♥ - red. The skeleton moves to the threat area.

1 - Counter ♣ I don't have a good attack card right now. So, I will try to push the skeleton back into the shadow area. I play the J♣ which is trump and flip and add a 7♥ to it. That's 14, +1♣ for my armor. I move the skeleton into the shadow area and draw a new card (Q♠) to my tableau.

7 - Monsters Move No fighting takes place because there are no cards in the threat area. Time for monsters to move. I draw 7♠ - black. The skeleton stays. 1 - Counter ♣ I know I can't play high enough to move the skeleton, but I play the Q♠ anyway. I draw an A♦ to my tableau. It's time for monster movement again. 7 - Monsters Move I flip the 9♥ the skeleton moves to the threat area. (Darn! I really could have used that card to attack!)

1 - Counter ♣ I play the A♦. It won't move the skeleton, but maybe I will draw something better. I draw a 4♣ and add it to my tableau. No help there. 3 - Hack ♥ or Shoot ♠ I play the 4♣ to perform the Hack ♥ action. It won't succeed but I can draw another card. I draw the 3♥. I should be able to use that effectively next round.

4 - Defend ♦ against monster attacks The skeleton is in the threat area and attacks. I play the K♦ to perform the Defend ♦ action and flip the Q♥ to add to it. The total including the +2♦ from my armor is 16. I won't be taking damage this round. I draw a 5♥ to add to my tableau. Here's hoping the skeleton stays in the threat area. 7 - Monsters Move I flip the card for movement and it's black! (9♣) The skeleton returns to the shadows.

1 - Counter ♣ I can't move the monster, but I can get a new card. I play the 3♥ and replace it with 10♠, a nice high card! Victory is in sight. 7 - Monsters Move No fighting takes place because there are no cards in the threat area. Time for monsters to move. J♥ - red. The skeleton moves into the threat area.

3 - Hack ♥ or Shoot ♠ I like the cards in my tableau and the skeleton right where it is. I skip optional steps 1 and 2, and move directly to Hack ♥. I play the 5♥ and flip the top card of the deck a 5♦. To this I add the +2♥ Hack bonus from my weapon bringing the total to 12! That's 2 base damage. Add to this the double harm (+2♥ x2) of 4 and the total damage is 6. The 6 is greater than the skeleton's might of 5. The last skeleton has been defeated!


The pictures and play through presented here were done at this free card deck website. It's pretty cool. With it you can play CTE online!

More about CTE coming next Sunday! In the meantime feel free to join my Facebook Group or leave a comment to discuss this post and anything related to RPG's and geekdom! Stay tuned!!


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