Reposted from my submission to BoardGameGeek This is a play-session report on Blood of Gruumsh, splitting the single box into the silver and gold factions (which is how you would play Dungeon Command if you’ve only purchased one set). My daughter (whom I shall refer to as “M.”) and I have played a few times, but I wouldn’t say either of us is an expert. M. is also only 6 yo, so even though I occasionally coached her a few of her plays were suboptimal due to attention issues. As I mentioned, we divided the box into the gold and silver factions. The Gruumsh Order and Character cards are split fairly evenly in terms of power between the two players. I took Gold, which has the Orc Chieftain, Cleric, Barbarian, Archer, Druid, and the Boar. M. took Silver, which has the Ogre, the Wereboar, the Owlbear, and the Orc Druid, Archer, and Drudge. My faction was more orc-heavy while M.’s had more beasts. We setup the “outside” board, drew our cards, and deployed. According to the rules for splitting a box into 2 factions, we each started with 3 less Morale than indicated. |
I selected Lokar as my leader, whose special ability is to initially deploy an orc on any treasure location. I’ve never remembered to use this power in any game previous, so I made sure to use it this time. I drew as my opening hand the Orc Chieftain, Cleric, and Archer. My initial orders were Hacking Frenzy, Deflect, and Unexpected Resistance. I chose to deploy my Chieftain to my start zone and reveal the orc Archer, whom I placed on my treasure pile (the better to ping bad guys). I drew a Boar and a Drudge. Here I made an error which I didn’t realize before this game – the Orc Chieftain gains Leadership on the reveal but I have always played it as Morale gain. So when I say my Morale and Leadership were 10 and 9, they really should be 8 and 11, but I’ll report them according to how we played.
Turn 1
I drew Tide of Iron, then activated the Orc Chieftain (my only creature) to move on top of the treasure (avoiding the Owlbear, but ending adjacent to it). The Chieftain played Tide of Iron to slide the Owlbear into the adjacent fire (dealing 10 dmg), then played Hacking Frenzy to deal another 70 damage to the Owlbear. Had Tide of Iron been in my hand last turn, I would have cowered to save the archer to deal lethal damage to the Owlbear, but now I could not seal the deal. I planned to use Deflect/Resistance to protect my Chieftain need be. I deployed the Boar in my start zone and drew the Barbarian. At the end of my turn, the Owlbear took another 10 damage (for a total of 90) for still being in the fire. The Morale score remained 13 – 8.
Turn 2
I drew Savage Demise and then activated my Boar, which moved to the Owlbear and attacked for 20. The Owlbear died, changing Morale scores to 10 – 8. The Chieftain then collected treasure (Morale 10 – 9) and stayed put. I deployed the Barbarian and ended my turn.
Turn 3
I drew Charge and considered my strategy. I wanted to kill the Druid to get rid of Beastmaster, which was making her Wereboar scarier. That would also open a path to attack her other creatures. I moved the Boar to the pass and attacked the Druid for 20. The Chieftain then played Charge, dealing 40 damage to the Druid, which would have been lethal damage. M. chose to cower for 4, changing Morale scores to 7 – 9. The Barbarian had no opening for combat, so I moved him to the treasure pile and gained a treasure (Morale: 7 – 10). I deployed the Drudge and ended my turn.
Turn 4
I drew Change of Plans, which I couldn’t use because only my Cleric had Wis to use it. I led with my Chieftain dealing 30 damage to the Druid, who responded with Tactical Block. That threw a wrench in my plans, but I moved my Chieftain 1 square diagonally to be behind the Boar (and blocked on the other sides by the pass). The Boar dealt 20 damage to the Druid, who had now taken 40 damage out of 60 HP. I activated the barbarian to move into the square vacated by the Chieftain and deal 20 damage to the druid, who cowered for 2 (Morale: 4 – 6). I really wanted to have dealt lethal damage with the Barbarian so I could untap and attack the Wereboar, but the Tactical Block killed that plan. But, the CHieftain was protected by 2 figures and the pass, so I hoped to survive the next combat. M. and I discussed whether to cower to save the Druid; I felt that cowering was probably the right choice since Beastmaster was on the Druid and the board position was valuable. Finally, my Drudge moved to the treasure pile and took it (Morale: 4 – 7).
Turn 5
I drew Ferocious Bellow, which finished the game. The Boar used Ferocious Bellow to tap the Wereboar and Orc Druid, so there would be no dodging or reactions this time! The Boar dealt 20 damage to the Druid, and the Barbarian tapped to deal 20 damage to the Druid. M. and I discussed whether to cower or not; it was pretty clear that I would be killing the Druid, with my Chieftain if necessary, so she let him die (Morale: 1 – 3). Now that the Druid was destroyed, the Barbarian could untap. Since he hadn’t yet moved, I moved him 1 space toward the Drudge and tapped to deal him 20 damage. Victory!
Summary