Fortune and Glory - PBF Game 1

So Dudley gets an Event card too - I’ll draw them all in a couple of hours when back at my desk.

@RogerBW is Zhukov still going to London or using his whopping 6 movement to head to a different city? Remember selling in a Major City (ringed in gold or bronze) adds 1 extra Fortune to the sale, but consider where the other artifacts are, so you might want to go to Paris or even Stateside instead.

(Working things through in my head)

Dudley’s on A and presumably will snag it soon. Cartwright’s on C. B won’t be as challenging as D to get hold of.

Yes, let’s move to Paris, which is still a Major City. I think that’s (1) Western Europe (1) Paris?

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Correct - although being at cliffhangers the fates of Dudley and Cartwright are far from certain.

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Okay - Dudley and Cartwright have to stay put, but Zhukov takes his glittering relic spear to Paris.

A catch up before we get to the Adventure Phase. Cartwright gets an Event card for his Initiative roll, and has the choice of these two. @Chewy77 which one will he take - bearing in mind he could use either at his cliffhanger to good effect.

  • With My Eyes Closed. Play anytime a Hero is collecting Glory. That Hero collects an extra 3 Glory OR Play to force any single die just rolled to be immediately rerolled.

OR

  • Extra Effort. Play on any Hero to give them +2 Agility or +2 Combat for any one Test or Fight Round.

Dudley also gets an Event card for his movement roll, and gets

  • Betrayal: Sabotage. Choose any Ally in play to make a Loyalty 5+ Test. If failed, they are discard and that Hero must immediately re-take any test just passed OR Play while in the same space as a Villain to immediately do d6 Hits to that Villain.

Some handy options there.

On to the Adventure Phase then - and a decision for Duke in the finale of … Duke Dudley and the Mines of the Sacred Stone!

It’s the last danger available so can earn the Temple treasure too if Dudley overcomes this cliffhanger struggle. Does he fight the extra vigilant Crimson Hand cultists - or try to escape them? If they were Axis Soldiers or didn’t have the 2 extra Wounds, he’d probably fight, but the escape test is also a good option too. I’ll think on that briefly.

@gmwhite999 asked for a die roll:
I think I have a plan! Dudley will try to fight, but avoid attacking and just escape the fight - as he has some Defense and by not attacking the Hand directly, they won’t gain fight dice against him so always rolling 2 dice and he retains 1 Defense so could take a maximum of 1 Wound per round, and he can try to escape each fight round too.

Firstly though, Dudley is going to use his new Event card and try to knobble Herr Teufel while legging it! Teufel takes pool 1: 5 Hits.

@gmwhite999 asked for a die roll:
Excellent! And now to try and escape the horde of red cloaked nutters!

Fight Round 1:

  • Dudley’s Escape roll (Agility 5+ XX test) is pool 3: 1, 2 × 3
  • Crimson Hand Fight roll is pool 2: 5, 6

@gmwhite999 asked for a die roll:
Dudley runs straight into a couple of flying fists, and takes 1 Wound, leaving him with 4 Wounds left.

Fight Round 2

  • Dudley’s Escape roll (Agility 5+ XX test) is pool 3: 1, 3, 6
  • Crimson Hand Fight roll is pool 2: 2, 5

@gmwhite999 asked for a die roll:
Maybe there is a way through …

Fight Round 2b

  • Dudley’s Escape roll (Agility 5+ XX test needs on more success) is pool 3: 1, 2, 6

Dudley wriggles free from the cultists who grabbed him - and runs into Herr Teufel! He wrestles the Villain, shoving him into the deranged mob behind who begin pummelling the Axis adventurer. Spotting a way out, the Duke to scarmbles to the centre of the ceremonial hall and grabs the Sacred Stone from the altar, before sprinting through an empty tunnel to safety!

The Duke has taken the last Fortune from the Mines and recovered the Temple Treasure, although by choosing to escape he does not receive any more Glory from the adventure. Herr Teufel was knocked unconscious by the cultist horde and returns to Axis HQ in the KO’s state.

Now, on to Doctor Zhukov (@RogerBW) and his tour of Paris. Firstly, he draws a City card, which is …

  • Pick Up a Contact. Draw an Allies card.

Nice! And the Ally you receive is …

  • Reggie. (Sidekick) Reggie gives you +1 Combat, +1 Agility and +2 Wounds, and has a Loyalty of 4.

Another nice find!

Now, what other City actions would you like to take? You can do any/all of the following, and have 10 Glory to spend if you wish:

  • Sell Artifacts they have recovered for Fortune (receive an additional 1 Fortune if selling in a Major City),
  • Buy Gear or Allies cards to help them at the cost of 5 Glory each,
  • Buy Common Items cards for the amount of Glory shown on each card, or
  • Heal their Wounds at the cost of 1 Glory per Wound.

These are the available Common Items:

So:

  • Sell the Spear for 5 Fortune (+1 for Major City = 6)
  • Buy a Revolver for 5 Glory
  • Buy a Canteen for 1 Glory

(Ooh, that plane looks nice. Wonder what it’s meant to be? A bit like a 314 Clipper)

Is buying of Gear or Allies intended to be done blind? In any case, I have only 4G left so I’ll stop here.

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Yes. Gear and Allies are drawn blind from their respective decks but the value/price is comparable to the Common Items, although there are some very handy ones giving +2, +3 or +4 dice to specific skills.

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Given my fleeting luck with dice, I will take this, please.

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Looking at the cliffhanger test you have, you might best discarding whichever card you select if you struggle with that combat test. More on that when I get home though as I’m out for an hour or two now

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Sounds like a plan.

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Okay - so catching up: Doctor Zhukov sells the Spear of the Azure Jewel to a respected source - he hopes, although would you trust that an ancient relic in the hands of a French museum in the late 1930s would stay in safe hands for long?! - and buys himself a revolver and canteen to celebrate.

Now, on to a Cartwright (@Chewy77) who is in a tricky spot in … Alexander Cartwright and the Armor of Pharox!

We left Cartwright as he was captured by the Mob in a Shady Warehouse in the Congo Jungle, and now he faces an …

  • Interrogation (Cliffhanger, Willpower, Mob) It appears they have decided to take the opportunity to get to know you better. This test is Combat 5+ XXXX and the reward is 4 Glory. You may discard an Event card from your hand to roll an extra 2 Adventure Dice.

So, that Event card may come in useful, but we can try the first roll at least with out it - or do you want to discard it early to get 5 dice each roll?

My combat is 3 only, so I guess I have more chances with an extra roll every time. In theory.

Then the way the dice behave will be another story.

@Chewy77 asked for a die roll:
Guess I am glad is combat and not cunning… So I discard With My Eyes Closed to get 5 instead of 3 dice.

pool 5: 2, 3, 4, 2 × 5

That’s two successes - two more to get and you can roll again!

@Chewy77 asked for a die roll:
Let’s see

pool 5: 2, 2 × 3, 2 × 6