In this adventure in Congo, an African Kingdoms column seeks revenge on the village of Moussouko (forest tribe) for its harmful magical activities. The game is played in the jungle, the Forest tribe is deployed on one of the long sides, while the African Kingdoms will have to choose one of the 3 entry paths on the opposite side. 6 magic fetishes are randomly placed with their hidden numbers (1 to 6) at the agreed locations. I play the warrior kingdoms against my opponent Jean-Séb.
Once the deployment is complete and the entry point chosen, we discover the numbers of the fetishes. To score points of victories I must have a group in contact with the fetish having the same number as that of the round in court, in this case the fetish is destroyed and I take as many points as the number of the fetish. The villagers must stop me and win the maximum of melee to score points. In addition, there are magical effects linked to fetishes, plus some spells. A complicated scenario, but it's always like this in Congo. However, luckily, fetishes 2, 3 and 4 are the closest to my point of arrival.
Villagers deployment of Moussouko
Some protective fetishes:
Turn 1, the first 2 groups (fanaticals and marreid warriors) go for fetishes 2 and 3.
Some protective fetishes:
Turn 1, the first 2 groups (fanaticals and marreid warriors) go for fetishes 2 and 3.
The pygmies try a stealthy move, but not that much, they disturb a leopard who has time to make himself a lunch.
At the end of 1st turn,,fanatical warriors and married warriors remain in contact with fetishes 2 and 3, waiting to score points.
Turn 2
In the center, fanaticals see 3 groups coming to them:
At the end of 2nd turn, fetish 2 is destroyed, and my last groups, young warriors and askaris rush towards fetish 4 under the threat of the cannibals.
At the end of 1st turn,,fanatical warriors and married warriors remain in contact with fetishes 2 and 3, waiting to score points.
Turn 2
In the center, fanaticals see 3 groups coming to them:
At the end of 2nd turn, fetish 2 is destroyed, and my last groups, young warriors and askaris rush towards fetish 4 under the threat of the cannibals.
Turn 3
This turn sees the Paralysis spell active, any group with more than 3 stresses can no longer perform actions.At the end of the turn the king and his warriors destroy the fetish 3. The scouts move to clear the ground towards the fetish 6 and 5, in the center the fanaticals have done their job and must face the wrath of the warriors, while the pygmies lead by their king regroup towards fetish 4, the cannibals defending i,t having been severely hit by shots from the askaris and their muskets.
Turn 4
After a long walk, the pygmies arrive just in time to check the young warriors, fetish 4 is preserved!
Fanaticals fight suuccessive melees but always emerge victorious, depriving their opponent of points.
Turn 5.
The king and his warriors try to join the fetish 5, but the pygmies come back (decidedly a pygmy is running fast) to prevent it.
The rest of the african kingdoms groups retreat to avoid giving points in melee
Scouts stay on fetish 6 to destroy it on turn 6
Turn 6
The king must flee after the annihilation of his group by the pygmies and the opposing king, the "fury" spell being active makes the melee more violent Fortunately the askaris arrive in time to protect the scouts determined to destroy the fetish.
Very nice! It sounds as if the kingdom won quite easily, despite the best efforts of the pygmies...
ReplyDeleteThe fanatics were amazing in hand to hand fightings with their D10, denying a lot of victory point; and pygmies gave me some trouble, after a slow start, I guess they use some kind of drugs or magic and it took some times to get effects, being at the right place with good timing in the second part of the game.
ReplyDelete