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MudgeBlack

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Everything posted by MudgeBlack

  1. I loved Alyce's comment "That kids just would not die!"
  2. 'The Damned' Grimly Fiendish always reminds me of the Ressers in general and Nico in particular. https://www.youtube.com/watch?v=zIpv0fQW4YU
  3. My name comes from a "stage name" of mine. It started with the nickname I acquired in my late teens from a character in the 'Spell Singer' series of books, Mudge was a short, bow legged, smart mouth talking otter whose ideas usually landed the group in trouble. A number of friends read the books and decided that was me so it stuck. I later needed a stage name, so I used it and added my favorite color as a last name. I have carried the name for better than 30 years now as an alias. The Avatar is a picture of one of my daughter's favorite shirts, a unicorn puking rainbows. It speaks to me......
  4. I think my favorite story is in one of the 1-1.5 books (forgive me, I have misplaced them and can't cite the story) which involves a stagecoach ride shared by Rusty Alyce, the "original" Victoria, a woman named Dora and her baby.
  5. 1st place: Nick (Arcanists) 2nd place: Eric (Ressers) 3rd place: Sam (Neverborn) Thanks Everyone
  6. •Round 1 - Extraction, Standard Deployment Extraction (R) . Set up: Place a 30mm informant Marker (Ht0) at the center of the table. Special Rules: At the end of every Turn after the first, after scoring VP, The player with the most non-Peon models within 6” of the Informant Marker may place the Marker up to 3” from its current location, not into terrain or base contact with a model. Victory Points At the end of each Turn after the first, a Crew earns 1 VP if it has two or more non-Peon models within 6” of the Informant Marker. R Paired: Surround Them Attack your enemy from all sides. This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP if it has a Scheme Marker within 6" of a Table Corner in the enemy crew's deployment zone. At the end of the game, this Crew earns 1 VP for each other Table Corner with a friendly Scheme Marker within 6" (up to a maximum of 2 VP). Only one Table Corner within this Crew's Deployment Zone may count towards this Scheme. 1: Covert Breakthrough The Crew must push into enemy territory, but keep quiet about it! This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP for each of its Scheme Markers within 6” of the enemy Deployment Zone. 5: Undercover Entourage It is vital that an important person be delivered into enemy territory. This Scheme may not start revealed. When you choose this Scheme, note down one of this Crew’s Master or Henchman models. At the end of the game, if the chosen model is in the opponent’s half of the table, this Crew earns 1 VP. If the chosen model is in the enemy Deployment Zone at the end of the game, this Crew earns 1 additional VP. If the chosen model is in the opponent’s half of the table at the end of the game and has half or more of its Wounds remaining, this Crew earns 1 additional VP. 8: Search the Ruins In order for the ritual to go off without a hitch, your crew has to harness the magical energies of the ley line running beneath the battlefield. This Scheme may not start revealed. At the end of the game, this Crew earns 2 VP if it has 3 or more Scheme Markers within 6” of the Center of the board and not within 2" of other friendly Scheme Markers. If at least two qualifying Scheme Markers are on the opponent’s half of the table, earn 1 additional VP. 11: Recover Evidence The enemy has incriminating evidence against your leader! It's time to get it back! This Scheme may not start revealed. You may reveal this Scheme at the beginning of any Turn. After revealing this Scheme, the opponent chooses five of their models in play (or all of their models in play if they have less than five remaining). Place an enemy Evidence Marker in base contact with the models chosen by the opponent. Models in this Crew may use a (1) Interact Action to remove an enemy Evidence Marker in base contact with itself. If they do, this Crew earns 1 VP. •Round 2 - Ply for Information, Flank Deployment Ply for Information (R) Knowing your opponent is half the battle. On any Turn after the first, non-Peon models may take a (1) Interact Action targeting an enemy model they are engaged with that does not have the Gathered Intel Condition to gain the following Condition until the end of the game: Gathered Intel: This Condition is removed if this model suffers Severe damage. This Condition cannot be gained in any way other than as is stated in this Strategy. Victory Points At the end of every Turn after the first, if a Crew has more models in play with the Gathered Intel Condition than the opposing crew, that Crew earns 1 VP. Then remove the Gathered Intel Condition from every model in play. R Paired: Surround Them Attack your enemy from all sides. This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP if it has a Scheme Marker within 6" of a Table Corner in the enemy crew's deployment zone. At the end of the game, this Crew earns 1 VP for each other Table Corner with a friendly Scheme Marker within 6" (up to a maximum of 2 VP). Only one Table Corner within this Crew's Deployment Zone may count towards this Scheme. 4: Hold Up Their Forces The longer we can hold them here, the better chance our boys have of making it back home. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. At the end of every Turn after the first, this Crew earns 1 VP if at least one of its non-Peon models is engaged with at least two enemy models with no other friendly models engaging them. 5: Undercover Entourage It is vital that an important person be delivered into enemy territory. This Scheme may not start revealed. When you choose this Scheme, note down one of this Crew’s Master or Henchman models. At the end of the game, if the chosen model is in the opponent’s half of the table, this Crew earns 1 VP. If the chosen model is in the enemy Deployment Zone at the end of the game, this Crew earns 1 additional VP. If the chosen model is in the opponent’s half of the table at the end of the game and has half or more of its Wounds remaining, this Crew earns 1 additional VP. 12: Vendetta This one is personal. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soul Stone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP 13: Public Demonstration Make your voice heard! This Scheme may not start revealed. When you choose this Scheme, note down up to three Minion models in this Crew with a combined Soulstone Cost of at least 15. Once per game, at the end of any Turn, this Crew may reveal this Scheme to earn 1 VP for each of the noted models within 4” and LoS of an enemy Master, Henchman, or Enforcer. •Round 3 - Headhunter, Close Deployment Headhunter (T) ! Special Rules: Whenever a model kills or sacrifices a non-Peon model which it considers an enemy, the model which made the kill must place a 30mm Head Marker within 3” and LOS of the killed or sacrificed model before removing it from play. This Marker may not be place in base contact with any model; If there is nowhere it can be legally placed then skip placing a Marker. Any model in base contact with a Head Marker may make a (1) Interact Action with it to remove it from play. Victory Points At the end of every Turn after the first, a crew earns 1 VP if it removed at least one Head Marker from play that turn. t Paired: Eliminate the Leadership Checkmate. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. The first time the enemy Leader is reduced below half of their starting Wounds, this Crew earns 1 VP. The first time the enemy Leader is reduced to 0 Wounds, Killed, or Sacrificed this Crew earns 1 VP. If there is no enemy Leader in play at the end of the game, this Crew earns 1 VP. 3: Set Up Get the enemy right where you want them and then knock them down. This Scheme may not start revealed. When you choose this Scheme, note down an enemy Master, Henchman, or Enforcer model. Once per game, at the end of any Turn, this Crew may reveal this Scheme to earn a number of VP equal to the number of this Crew’s Scheme Markers within 4” of the noted enemy model. Then remove all of this Crew’s Scheme Markers within 4” of the noted enemy model. 8: Search the Ruins In order for the ritual to go off without a hitch, your crew has to harness the magical energies of the ley line running beneath the battlefield. This Scheme may not start revealed. At the end of the game, this Crew earns 2 VP if it has 3 or more Scheme Markers within 6” of the Center of the board and not within 2" of other friendly Scheme Markers. If at least two qualifying Scheme Markers are on the opponent’s half of the table, earn 1 additional VP. 9: Take Prisoner Sometimes, you just have to keep someone alive for questioning. This Scheme may not start revealed. When you choose this Scheme, note down an enemy model. At the end of the game, if this Crew has at least one non-Peon model engaged with the noted enemy model, this Crew earns 2 VP. If this Crew earns any VP from this Scheme and there are no other enemy models within 3” of the noted model, this Crew earns 1 additional VP.. 12: Vendetta This one is personal. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soul Stone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP
  7. Polyfaux! 6/23/18 Cal Poly San Luis Obispo, University Union, Chumash Hall 50 SS Single faction 2018 Gaining Grounds using the 2nd quarter strategies 12:00 check in, 12:30 Cards flip 3 rounds RSVP asap (PM) so I have a head count for # of tables. Paint encouraged but not required. Any questions, fire away. New players welcome. Any other info needed, just let me know.
  8. The Luggage is immune to ALL duels!
  9. Strats & Schemes for your perusal and prep: •Round 1 - Public Executions, Close Deployment Public Executions (t) Make them bleed, and watch the look of horror on your enemy's face. On any Turn after the first, whenever a non-Peon model kills or sacrifices a non-Peon model it considers an enemy, it gains the following Condition until the end of the game: Shed Blood: At the end of this model's Activation, remove this condition if no enemy models have line of sight to this model. This Condition cannot be gained in any way other than as is stated in this Strategy. Victory Points At the end of every Turn after the first, if a Crew has more models in play with the Shed Blood Condition than the opposing crew, that Crew earns 1 VP. Then remove the Shed Blood Condition from every model in play. t Paired: Eliminate the Leadership Checkmate. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. The first time the enemy Leader is reduced below half of their starting Wounds, this Crew earns 1 VP. The first time the enemy Leader is reduced to 0 Wounds, Killed, or Sacrificed this Crew earns 1 VP. If there is no enemy Leader in play at the end of the game, this Crew earns 1 VP. 6: Inescapable Trap Bring them all together, then spring the trap! It will work, trust me. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. At the end of every Turn after the first, this Crew earns 1 VP if two or more enemy non-Peon models are within 3" of one or more Scheme Markers friendly to this Crew. Then, remove one qualifying Scheme Marker. 9: Take Prisoner Sometimes, you just have to keep someone alive for questioning. This Scheme may not start revealed. When you choose this Scheme, note down an enemy model. At the end of the game, if this Crew has at least one non-Peon model engaged with the noted enemy model, this Crew earns 2 VP. If this Crew earns any VP from this Scheme and there are no other enemy models within 3” of the noted model, this Crew earns 1 additional VP. 10: Take One For the Team We never really liked him anyway. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon, non-Leader models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, this Crew earns 1 VP. If the enemy model has a higher Soulstone cost than the "sucker" or was a Master, this Crew earns 1 additional VP. Some Henchman Models have a Soulstone cost of 0, these models count as having a cost of 13 minus their Cache. If this Scheme was revealed on or after Turn 4, this Crew earns 1 additional VP. 12: Vendetta This one is personal. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP. •Round 2 - Ply for Information, Standard Deployment Ply for Information (R) Knowing your opponent is half the battle. On any Turn after the first, non-Peon models may take a (1) Interact Action targeting an enemy model they are engaged with that does not have the Gathered Intel Condition to gain the following Condition until the end of the game: Gathered Intel: This Condition is removed if this model suffers Severe damage. This Condition cannot be gained in any way other than as is stated in this Strategy. Victory Points At the end of every Turn after the first, if a Crew has more models in play with the Gathered Intel Condition than the opposing crew, that Crew earns 1 VP. Then remove the Gathered Intel Condition from every model in play. R Paired: Surround Them Attack your enemy from all sides. This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP if it has a Scheme Marker within 6" of a Table Corner in the enemy crew's deployment zone. At the end of the game, this Crew earns 1 VP for each other Table Corner with a friendly Scheme Marker within 6" (up to a maximum of 2 VP). Only one Table Corner within this Crew's Deployment Zone may count towards this Scheme. 2: Dig Their Graves Or put their head on a pike. Whatever floats your boat. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. Once per turn, after this Crew kills or sacrifices an enemy non-Peon model that is within 4" of one or more Scheme Markers friendly to this Crew, this Crew earns 1 VP. After Scoring, your opponent may remove one Scheme Marker friendly to your Crew within 4" of the killed or sacrificed model. 7: Show of Force Sometimes showing up well-armed is all you need to put down a riot. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. At the end of every Turn after the first, count the number of face-up Upgrades with a printed cost greater than 0 attached to each non-Master model within 6” of the center of the board for each Crew. Upgrades which began the game attached to a Master do not count toward this total. If this Crew has at least one qualifying Upgrade and has a number of qualifying Upgrades equal to or exceeding the opposing Crew’s number of qualifying Upgrades, this crew earns 1 VP. 11: Recover Evidence The enemy has incriminating evidence against your leader! It's time to get it back! This Scheme may not start revealed. You may reveal this Scheme at the beginning of any Turn. After revealing this Scheme, the opponent chooses five of their models in play (or all of their models in play if they have less than five remaining). Place an enemy Evidence Marker in base contact with the models chosen by the opponent. Models in this Crew may use a (1) Interact Action to remove an enemy Evidence Marker in base contact with itself. If they do, this Crew earns 1 VP. 12: Vendetta This one is personal. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP •Round 3 - Ours, Corner Deployment Ours (c) A victor gives no quarter! Divide the table into four 18" by 18" table Quarters. Victory Points At the end of every Turn after the first, add up the Soulstone cost of all friendly non-Peon models in each table Quarter, not counting any models that: were summoned this game, are within any other table Quarters, or are within 6" of the Center of the table. The Crew with the highest Soulstone cost within each table Quarter controls it. For this Strategy, Masters and non-Master models with a cost of 0 count as having a cost of 10. If a Crew controls at least two table Quarters, that Crew earns 1 VP. c & Joker Paired: Guarded Treasure What's better than guarding a big, fat, stack of loot. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. At the end of every Turn after the first, this Crew earns 1 VP if it has at least two Scheme Markers within 2" of the Centerline, at least 8" apart, and each has at least 1 friendly non-Peon, non-Minion model within 3". After scoring, remove all friendly Scheme Markers within 2" of the Centerline. 2: Dig Their Graves Or put their head on a pike. Whatever floats your boat. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. Once per turn, after this Crew kills or sacrifices an enemy non-Peon model that is within 4" of one or more Scheme Markers friendly to this Crew, this Crew earns 1 VP. After Scoring, your opponent may remove one Scheme Marker friendly to your Crew within 4" of the killed or sacrificed model. 3: Set Up Get the enemy right where you want them and then knock them down. This Scheme may not start revealed. When you choose this Scheme, note down an enemy Master, Henchman, or Enforcer model. Once per game, at the end of any Turn, this Crew may reveal this Scheme to earn a number of VP equal to the number of this Crew’s Scheme Markers within 4” of the noted enemy model. Then remove all of this Crew’s Scheme Markers within 4” of the noted enemy model. 10: Take One For the Team We never really liked him anyway. This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon, non-Leader models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, this Crew earns 1 VP. If the enemy model has a higher Soulstone cost than the "sucker" or was a Master, this Crew earns 1 additional VP. Some Henchman Models have a Soulstone cost of 0, these models count as having a cost of 13 minus their Cache. If this Scheme was revealed on or after Turn 4, this Crew earns 1 additional VP. 12: Vendetta This one is personal. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP
  10. Malifaux tournamentSan Luis ObispoCaptain Nemo's2018 Gaining GroundsFeb 25, 2018Captain Nemo's563 Higuera St, San Luis Obispo, CA 93401805-544-636650 SSSingle faction2018 Gaining Grounds using the 1st quarter strategies10:30 check in, 11:00 Cards flip3 rounds$10 entry (goes to prize support).RSVP asap so I have a head count for # of tables.Paint encouraged but not required.Any questions, fire away.New players welcome.
  11. Why yes, I have heard he is! Thanks for the fun I had with that list.
  12. I ran a list that another player suggested (sorry I can't properly credit it) that involved 4 abominations for cards and activations with the last forming them into the desolation engine, Death Marshall to bury Rusty Alice, Malifaux child using Tara's ability to fast and bury Lazarus, Tara burns Oath keeper (if needed) unburying both Laz and Alice, Alice gives Laz reactivate, then Laz activated twice healing and raining down 4 shots with each activation (fast plus rapid fire then oath keeper plus rapid fire). Wasn't always effective but it was fun.
  13. Typically with Parker I run a combination of: Sue (with Return Fire), Johan (Oathkeeper), Dead Outlaw (in pairs of possible), and Parker doesn't leave home without the Hodgepodge Emissary (throws trinkets around and drops enemy scheme markers in convenient places for Parker and dead outlaw).
  14. I don't remember having much trouble but it's been a while. Are you cleaning up any sprue/flash with a hobby knife any dry fitting pieces before applying solvent? Also, have you looked at the assembly diagram on the Wyrd resource page? I think it's under blueprints then search for Curiosity Killed the Cat.
  15. Got in another game with the Bandit King. Parker (Black market, stick up, hail of bullets), Doc, Mad Dog (lucky poncho, Oathkeeper), Hodgepodge Emissary (stolen goods), Midnight Stalker (oath keeper), Bandito, dead outlaw. vs Kaeris, Firestarter, Eternal Flame, Carlos V, Flame Gamin, Wind Gamin, Arcane Effigy, Steamfitter, Miss Fire Guard the Stache I took Claim Jump and FfM(Mad Dog) Nick took Claim Jump and Accusation. Final score 5(3 CJ, 2 GtS) vs 6(3CJ, 3GtS) to Nick First thing, I had my head up my butt putting Oathkeeper on Midnight Stalker, he spent most of the game on my opponents half of the board so was already fast. Could have given him a better upgrade. Mad Dog finally came through for me, Turn one he had Carlos down to 3 wounds and killed the Eternal Flame with blast markers off of Carlos. He finally died to burning at the end of turn three which would have netted me 2 points and the game had the Firestarter not burned to death at the same time. Midnight locked down one side of the board and scheme running. He wasn't as killy as I expected but did get in one kill and hold that side of the board. He wasn't the best fit in a Parker crew but I wanted to give him a spin to see what he could do. Between starting Cache (5) and stones generated, Parker tore through 13 stones in the course of the game. I need to try out his other limited for the cards and attack obey as I was often 'card starved'. I continue to like the Emissary with Parker, I really can't see not taking it (plus I'm using the old Viks Avatar for the Emissary). The Bandito did a good job before she was killed, I will continue to use at least one. Nick has gained an appreciation for Dead Outlaws and kills them ASAP but they do well for me. All in all I had a great game and feel that I am finally STARTING to get a handle on Parker. He continues to be great fun. Added note, the Steamfitter continues to be a thorn in my side, between her Reinforced Plating saving models from Severe Damage (including a couple Red Jokers) and her picking up good cards from the discard.
  16. Claim jump Eliminate the leadership Dig their graves Frame for murder Hunting party Also forgot to note that I totalled 9 Stones after 3 turns (started with 4).
  17. Got in another game with Parkie, same crew as last time vs Lynch (TT) Lynch, Huggy, Illuminated x2, Thunder Bro x2, Sticthed, Depleted, & Thunder Archer. Guard the Stash I took FfM(Mad Dog) and hunting party (mistake on my part as I only had Johan & Mad Dog while he had a lot of very durable models). Josh went with Claim jump and Eliminate the leadership. We ended up calling it at the end of turn the due to time constraints. Final score was 2(GtS) to 4(2 GtS & 2 CJ). He threw Huggy in early and tied up both of my beaters which kept me from scoring hunting party and Mad Dog survived for a change to deny me FfM. Josh out activated me and consistently won initiative so I got hurt on activations. For being Rusty at the game, Josh played well. The good for me was I think I'm finally starting to get his juggling down and I did much better with it and picked up my pace a little. Had a good time putting back some cider and losing to a friend.
  18. Yes, he did know I was using Parker but I don't think that influenced his decision. He really likes seize the day no matter who he's up against.
  19. Had another go around with Parker. Parker (Black market, stick up, hail of bullets), Doc, Mad Dog (lucky poncho), Hodgepodge Emissary (stolen goods), Johan (oath keeper), Bandito, dead outlaw x2. Vs Ironsides(Seize the day +2), Rail Golem, Johanna (Imbued Energies), Miss Fire, Arcane Effigy, Wind Gamin, Gunsmith, +1 Guard the Stash I took Claim Jump and FfM (Mad Dog) Nick took the same with Rail Golem for FfM I got simply destroyed. We called the game at the top of 4 because I only had one Dead Outlaw left, everyone else was dead. Final was 2(FfM) to 7 (4 GtS, 3 CJ) Top of second turn Ironsides pulled Mad Dog out of cover, through my Hail of Bullets markers then punched him up for about 5 damage. Parker pulled MD back out of melee so he could lay into Ironsides but before MD could go, Johanna charged in (burning Imbued Energies) and tried to put Mad Dog down. He weathered the storm with one wound remaining. Johan burned Oath Keeper and charged Johanna (IMPOSTURE!) and put her in the ground to free up Mad Dog (again!) but before he could activate the Gunsmith activated and put down the Mad Dog.From there out things just went downhill. I started with 4 SS, by the end of the game I had burnt through 8 and still had 2 on hand. So he knows how to make stones. I am really struggling with Parker, I either need to play a LOT more games with him or shelf him. Don't get me wrong, he is great fun. I am just having a rough time with juggling upgrades. Knowing which to ditch, which to pick up and which are the most effective at the right time. One thing I noticed was that I was card starved most of the time, maybe going with his other limited would help (more cards vs less SS generation). Any help or comments appreciated. Also links to good battle reports that I can learn from.
  20. That's exactly what I should have done but I had my head jammed up my butt...AGAIN!
  21. Finished my initial post (ran out of time earlier). Planning another Parker game for tonight.
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