Fake New Year’s Eve

Every year my D&D group has a tradition of gathering together for New Year’s Eve and playing games all night long until we fall asleep when the sun comes up on the New Year.

As we got older it became a little inconvenient to hold this event on New Year’s Eve itself as many of us had other parties that we wanted to go to on the coveted night of December 31st.

So we changed when we held our party to whatever was most convenient for us! This year it was on December 27th to 28th. We were unfortunately forced to choose between one of our friends from San Diego and one from San Jose in who could attend as they had opposite schedules of availability. We ended up choosing the San Diego friend as we see him less often with an additional gathering at the San Jose friend’s house on January 3rd.

After greeting each other with hugs we started the night off with a game of Pirateer where we collect treasure and booty. We moved on to a game of Brittania that lasted… 6 hours. Quite long for a game that is supposed to last 2 hours. Brittania is a Risk-like game that simulates all the invasions of Britain from the Romans to the Normans. It’s a lot of fun, but sometimes it takes FOREVER.

After that we got some pasta for dinner (at 11:30PM) and played a few fast games of Tsuro. This was a new one for me. It’s kind of like the old video game Snake where you don’t want you guy to go off the edge. You have tiles that you lay down in front of your token as you move around a 6-6 map. The tiles decide where you go and also where any of the other players go once they touch that tile. You try to get your opponents to crash off the edge of the map while keeping room for you to continue playing tiles until the board is full.

Next up was a drinking version of Liar’s Dice. That’s the game they play in the second Pirates of the Caribbean movie where they bet on how many dice are underneath each person’s cup. In the movie they only play one round, but in our version we play several rounds. If you lose one round, you take a die out from your cup and roll with one less die. You lose the game if you lose all your dice. You can probably guess how we added in a drinking game aspect to Liar’s Dice. Whenever you lose a round, take a drink. When you lose all your dice, finish your drink.

We played Resistance which is a Mafia-like game. The game’s complexity isn’t in the roles like in Town of Salem, but more in how information is gathered. We had five people playing and with five people there are three Resistance members and two Spies. The Resistance wants to complete three out of five missions. I was one of the two Spies and our goal was to sabotage three out of five missions.

If a Spy goes on a mission they can choose to sabotage it or not. Everyone votes on proposed teams for each mission and the Resistance attempts to figure out who the Spies are by seeing which missions failed and who was on the missions that failed. Meanwhile, the Spies sow strife and discord amongst the Resistance by spreading misinformation and lies. I’m quite good at that so my Spy partner and I won.

At some point we played a little bit of Hearthstone and unlocked the Fireside Gathering card back. It’s awesome and I love it, even though I lost all three matches I played to get it.

We went to sleep around 4:30. I woke up at 8:30 and everyone else was up again around 10. We ate some hot breakfast and moved on to the last game of Fake New Year’s, Zombies.

Zombies attempts to simulate most zombie movies. The hordes are coming and you and your friends either have to eliminate the zombie threat or make it to a helicopter and get out of town. We play with a lot of house rules that usually result in everyone dying to the zombie hordes. This time only I died early on in the game. Four other people would have made it to the helicopter, but my Spy partner from before tripped someone to stall the zombies. The tripped person valiantly fought off the horde against his will and bought time for the other three to escape.

We ended the game extravaganza and headed back home. A great night of fun for everyone (except the San Jose friend who couldn’t make it)!

-Mister Ed

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Heroic Kel’Thuzad

 

The ideal situation against the big bad lich boss.
The ideal situation against the big bad lich boss.

Beating Heroic Kel’Thuzad was a pain.

What are Kel’Thuzad’s advantages over you in Heroic? EVERYTHING!

He starts off with 20 armor and 45 health.

If you’ve played against him then you probably already know that he has two hero powers.

His first hero power is used for free very turn. It freezes you and deals you 3 damage.

His second hero power is unlocked when you remove Kel’Thuzad’s armor or when you finish your tenth turn, whichever comes first.

The second hero power costs 8 and allows Kel to steal a random minion from your side of the board. And when his hero power changes he also gets two 5/5 minions with taunt.

Plus he’s got some of the best cards in the game in his deck.

I tried so many decks against him. I tried Paladin, Shaman, and Mage before I landed on Divine Spirit/Inner Fire Priest once again.

The Paladin deck I tried was too slow to build a board presence against Kel’Thuzad. The 3 damage a turn from his hero power brought me down before I could get the buff train rolling on my minions.

My Shaman deck focused around dealing lots of early damage with Dust Devils, but Kel killed the Dust Devils every time with Frostbolt.

The Mage deck I created had some success. It could consistently survive to Kel’Thuzad’s second stage, but it faltered at that point.

The Mage deck was a Secret deck. Mad Scientist and Ethereal Arcanist featured heavily in it.

I usually broke through Kel’s armor with a buffed Arcanist.

Then Kel would transform, drop two huge taunt minions, and steal my Arcanist.

I couldn’t figure out a way to recover from that.

Sooo… Back to the Divine Spirit/Inner Fire Priest! Here’s the deck list:
Circle of Healing x2
Silence x2
Inner Fire x2
Power Word: Shield x2
Northshire Cleric x2
Divine Spirit x2
Lightwell x2
Loot Hoarder x2
Novice Engineer x2
Deathlord x2
Imp Master x2
Stoneskin Gargoyle x2
Shadow Madness x2
Lightspawn x2
Holy Nova x2

Just the usual jazz for Divine Spirit/Inner Fire, but with the addition of a bit more card draw to get the required pieces. The Loot Hoarder and Novice Engineer will hopefully take some of Kel’s removal spells with them as well.

The Silence is added to remove any taunts that Kel might get. Racing him was how I won and I wouldn’t have been able to do it without the Silence. Ironbeak Owl might work just as well though.

Getting a big beastie should be fine, but then Kel will transform and get his minion stealing power. What do we do then?

That’s why I put Imp Master in. Kel will steal a 1 attack creature more often than not, so he’ll just avoid using the ability entirely.

Shadow Madness is also quite useful against Kel’Thuzad because he runs Dark Cultist and Sludge Belcher. If they die on your side of the field then you get the deathrattle as well!

While the deck is pretty simple, the boss fight is still quite hard. I beat Kel’Thuzad on my tenth try after going into fatigue and being one turn from losing.

But I unlocked this baby!

Heroic Naxxramas

So good luck taking down the Heroic bosses of Naxxramas. My other Heroic boss guides can be found here: Maexxna, PatchwerkGlobbulus, GluthThaddiusSapphiron, Everyone else.

-Mister Ed