Tales from the Mountain: Intro

Salem squinted at the flags on the horizon, the half-buried checkpoints that marked their journey across the frozen plains. She had roamed for as long as she could remember - first following trails as a child, then once her parents passed, leading them as a guide. But of all the places she travelled, nothing emanated presence the way this mountain did.

The two of them - Salem, and her caravan copilot Iba - had not intended to run this route more than once or twice. But recently, droves of folk from all over the map began to congregate up north. All of them searching for an escort, and many offering some impressive coin.

Just a few more trips like this and Salem could retire somewhere on the opposite side of the world. Somewhere with grass and trees, ideally. Though uncharacteristically silent these past few weeks, Iba had mentioned that he looked forward to doing the same.

Well, at least there were no bandits out here. Just lots and lots of snow. It weighed on fields and fields of frozen earth. It piled up at the base of every jagged stone formation they passed. And most days, it battered against two small caravans squeaking their way from frozen flag to frozen flag, threatening to throw them off-course.

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Today was less windy than usual, granting the pair some welcome reprieve. The setting sun would look wonderful if it didn’t cast such a blinding glare on the snow.

Iba was leaning over the side of the caravan, peering at the party behind them and tilting the creaking crate that served as their home. “Hear much about this latest group?”

Salem nodded. “Nomads, right?”

“Heard they’ve been roaming the wasteland for generations,” Iba said.

“That doesn’t sound so different from us,” Salem replied. She reached into her pack and offered her companion a bottle of golden broth. “Soup?”

Iba glanced again at the caravan in tow. The music from before had stopped. “I guess they’ve been looking for this one specific mountain all that time.”

Salem sighed and sipped her broth. “They want to study the Machines too? Feels like we meet a new artisan every second trip.”

Iba picked at one of his horns, a bad habit from warmer days in the salty marsh. “Far as I can tell, they’re coming for the mountain itself.”

“Huh. They’re just gonna climb to the top, sing their songs and come back down again?”

“Figured they were gonna dig, actually.”

“Bad idea,” Salem laughed. “They’ll get a nasty surprise if they do.”

Iba didn’t reply. They’ve spoken about this before.

“I’d give it a day before they get torn apart by those exiles,” Salem continued.

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“I don’t know,” Iba said. “They seem nice enough to me. Seems like they all just want to get away from… wherever. Every one at the tavern sounds like they’re having a great time.”

“They act nice, sure.” Salem adjusted her posture. The caravan creaked and the ropes holding it together groaned. “But I wouldn’t trust anyone who follows rumors about a lawless mountain commune and decides that’s a good thing. Dancing around in the dark, making those masks for each other. They were exiled for a reason, you know?”

Iba gazed at the looming grey shape ahead of them. The wheels rattled beneath their seats.

As they drew closer to the mountain, a new tune sprung up behind them. The lyrics these Nomads sung were indecipherable from this far ahead, but the song was clearly a marching anthem of some kind.

“Well,” Iba said, “I’m curious to hear what these Nomads are about, anyway.”


They arrived at the base of the mountain, nightfall now, caravan torchlight flickering against frost and stone. Even as a human, Salem felt an undisputable presence in the air. In the ground, too. Makes sense why so many people would head out here.

Salem turned to the other caravan to help unload its passengers and their gear, but the group already stood astride, staring up to the misty summit. “I can’t believe it,” one of them said, “After years of searching, we’re finally here.”

“I’m glad we’re in this together,” another replied.

A few weeks ago, on one of their first escorts, Salem advised one group about the huge cave entrances spread around the base of the mountain. Back then, she had told that group about the Machines waiting within each, whirring endlessly, yet locked in some kind of hibernation. Talking like some kind of tour guide.

Today, Salem said, “Don’t be too hasty to dig.”

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The group turned to Salem. Some of them had been humming a vague melody that warmed their hands, casting a soft yellow glow over the group. They stopped now and met her with expectant silence.

“It’s… dangerous in those caverns,” Salem finished, suddenly forgetting how she intended to phrase herself.

An older Nomad smiled. “Thank you, friend, though we need our rest first, anyhow.” This was clearly an important individual, speaking with such presence in a crowd. “We’ve waited generations,” they continued. “We can wait a few more days, or weeks, to plan our course of action.”

Salem watched a few younger members purse their lips in response to the comment, visible even in the flickering dim of torchlight. Perhaps this elder was not as important as she assumed.

“It looks to be a frosty night,” Iba said, walking up beside Salem. “Maybe we should all head to the Tavern before the wind picks up again.”

Salem suppressed a sigh. The two of them had survived much worse in their caravan. Iba used to be all business until they started running this mountain route. It couldn’t be helped, though - everyone was already moving through the ancient stone opening to the only real shelter at the base of this mountain.


Once the guests were arranged, Kit greeted the pair of caravan escorts with drinks in hand. "Wow, looks like a windy night. Your caravan gonna be alright out there?”

Iba grinned. “Eh, seems like your tavern is the place to be. If the caravan breaks, I’ll just take up residence here. Scrub mugs for a living.”

“It’s gone through worse and survived”, Salem said. “Iba, you’re not quitting that easily.”

Kit and Iba laughed.

“…Looking forward to the next story night,” Iba said, after a sip.

“That’s every night,” Kit replied.

“And I love it.” Iba gazed out to the small crowd, all huddled around their flames and murmuring with quiet anticipation. “Who knew so many people would want to come here. From so many places, too.”

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Kit placed their hand against the cracked stone wall. “We all feel the pull, though, don’t we?”

Iba followed, pressing his hand on the counter with closed eyes, no doubt feeling for the subtle thrum perpetually welling up from the ground.

“It’s good business for sure,” Salem said, cutting through the silence, “But at least for me, I don’t feel a big enough pull to run away from my life for the sake of some funny dreams.”

Iba placed his mug on the counter as gently as he could and looked Salem in the eyes.

Salem met his gaze.

“Be right back,” Kit said, bowing out to check up on the newest arrivals.

Salem looked away from Iba to stare at her mug. “What?”

She felt Iba take a deep breath. But he didn’t say anything, and Salem had to take her own breath in response. He has to know how she hates it when he stares like that.

“…I know you want to go,” Salem said. This ox of a man was not the subtle type - he practically radiated energy. Whether or not he tried to hide his feelings, it was not particularly hard to follow his threads.

“I just like the stories,” Iba replied, picking at one of his horns.

“Mm.” Salem blinked and took a drink. “Well, looks like they’re about to start with the stories right now.” She watched his eyes involuntarily light up. “Let’s just find a good seat,” she sighed.

Iba started to stand, then paused and raised an eyebrow at Salem. “Hey. Salem. You know I wouldn’t just leave you, right?”

Salem looked back. “Thanks.”

“Not without warning. I know how much you care for the caravan.”

“…Thanks.”

Salem could feel Kit staring from across the room. She stood and looked for a seat near the outer edge of the Pit, and Iba followed.


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The Pit was a collapsed part of the building, a series of lucky drops that made for a decent set of benches. In the middle burned a fire, its smoke routed through a dug-out tunnel in the rubble. This was a prime spot for storytelling and song.

There were plenty of familiar faces, but mostly new folk - it seemed like most people who entered the mountain stayed there. Or died, maybe? Salem never asked, and nobody seemed interested in sharing that element of their expeditions.

Storytelling was never quite a formal event. Not anything listed or planned, anyway. But almost every night since Kit set up here some few weeks ago, at least one person would emerge from nowhere with a new tale - so compelling that you couldn’t help but listen.

It always started with a casual remark, an offhand comment, but one that turned heads at all the surrounding tables. One by one, all the regulars would grin and start beckoning the sorry sap to take a seat in the Pit. And start from the beginning, they’d say.

Salem had to admit that the Pit had some kind of crackling excitement about it. And she wasn’t alone, apparently. Even those exiles, looking like monsters with their animal masks, lingered around the pit and listened in with the rest of the tavern. Did they really leave their tunnels just for this?

Salem’s thoughts were interrupted with a pang of recognition almost as soon as the story began. The speaker’s appearance would have fooled her - they looked like a total stranger, now - but that voice was unmistakable. Salem glanced at Iba, and her heart sank when she saw his eyes. Iba knew exactly who this was.



To be continued





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How to Win as Richard III

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Richard III is one of the most difficult characters to play in Captain’s Gambit. Your opponents fear your immense power, and will turn against you if they catch even the smallest hint of your identity.

To maximize your odds of winning, you must prepare plans, contingencies and follow-ups so that you are never caught off-guard. Once you understand Richard III, you’ll find opportunities and leads in other captains as well - improving your mastery of Captain’s Gambit as a whole.


Overview

Your objective as Richard III is to be the last one alive. Your first tip is that you don’t have to necessarily be the one killing everyone else. Romeo and Juliet, for example, can make life much easier for you. But there will likely come a time you must dirty your own hands, which is where your Reveal ability comes in.

Before your action on your turn, you may Reveal to target all opponents with less health than your energy.

Deal 10 damage to each of them.

The power level of this Reveal ability depends entirely on your planning skill. Unlike a captain like Prospero, who must survive after Revealing, Richard III threatens to murder captains instantly.

That danger means that captains will turn aggressive much earlier against potential Richard players than they would against Prospero, even though their abilities look similar at first glance.

As such, it’s often a mistake to carry over your Prospero strategy when playing Richard III: the circumstances you seek have very few similarities aside from a moderate-high energy count.

So, today, we approach Richard III from the perspectives of rules, plans and contingency plans. This should provide you with a general heuristic that you can then deviate from during actual combat.


Cheat Sheet

RULES

  1. Richard III isn’t in the game.

  2. You don’t have a Reveal ability.

  3. You don’t have to kill four to kill three.

  4. Control the fear.

PLANS

  • Plan A: Let everyone else kill each other.

  • Plan B: Find an ally.

  • Plan C: Let the average health at the table drop.

  • Plan D: Find a chain.

  • Plan Z: Rush energy and Reveal.

CONTINGENCY PLANS

  • If Prospero is definitely in the game…

  • If someone is looking for allies…

  • If nobody wants to listen to reason…

  • If nobody wants to hurt each other…

  • If everyone thinks you’re Prospero…

  • If everyone thinks you’re Richard III…

  • If you’ve Revealed and the game isn’t over…


RULES

Richard III isn’t in the game.

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They fear you, and rightfully so. The consequence of Richard threatening unspeakable destruction is that early on, all captains will be on high alert for any individual who may pull that global-damage trigger. As long as the table keeps your Reveal effect in mind, you will lose every time.

Your only recourse is to make others either believe or hope that you are not in the game. The table does not need to be fully convinced; it is enough to maneuver captains into positions where they must say to themselves, “If Richard is in the game, I might lose. But if I don’t stop Lady Macbeth right now, I definitely lose.”

Give players hope that you’re not in the game by diminishing your threat - or by highlighting the threats of other captains. Incite such great fear that your opponents will find themselves facing better odds if they give you an opportunity than if they waste too many resources keeping a potential Richard III in line. Make them doubt Richard even exists.

You don’t have a Reveal ability.

Discipline yourself. You will not gain 11 energy and smite down seven combat dummies at once. Even random number generators would put an end to that plan, let alone a group of seasoned captains with enough ambition to tear the universe in half.

Your victory will be messy. It will not arrive the way you think it will, and often, it will not occur when you Reveal. Your victory comes from seeds of doubt, sparks of anger, flashes of greed, captains willfully ignoring you to focus on their narrow goals. Until you can move undetected, you must believe you have no Reveal.

It will come in the final act.

You don’t have to kill four to kill three.

Those who look for perfect moments only succeed at denying themselves imperfect victories. Respect the willpower of your opponents and recognize when this opportunity may be your last. Your goal is not to kill every captain at once - it is to be the last captain remaining. Focus on that goal and recognize the paths you may take to get there.

Control the fear.

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Your opponents are fearful, but this fear is malleable. Turn fear about Richard III into fear of Prospero, who doesn’t need to worry about health; or Lady Macbeth, who doesn’t need to worry about energy; or Portia, who can win with just a single unassuming Strike. In this galaxy, fear leads to violence, and death is your goal.

You must control fear as such that all preventative measures lead to your victory. Bruise all bloody captains in case they’re Lady Macbeth, then pivot to low-blood captains to prevent Portia from taking the snipe. Suddenly, you may start your next turn with 7 energy and a fortuitous Reveal in line.


PLANS

Plan A: Let everyone else kill each other.

Your first plan should never involve your own hands. You do not want attention, and often, captains will drop just fine without your intervention. Observe what captains may do to each other and see who can drop without your intervention.

This plan alone will never lead you to victory, obviously. But you have the luxury of setting perfect-world plans due to your layers of backups and contingencies.

Plan B: Find an ally.

Many captains seek security. Provide temporary comfort by asserting a complimentary identity. If Iago or Puck wants to win with Prospero, of course you can oblige. If Romeo believes you are Cordelia, help him eliminate one enemy at a time.

Energy and damage are both useful for your goal, so take on whichever dynamic makes you a welcome presence among others.

Plan B: Let the average health at the table drop.

If your autocharge only brings you to 6 or 7 energy, players may ask that you dissolve suspicion by spending your energy. However, they are unlikely to attack you simply for having 5 or 6 energy. Incite enough violence to bring the table’s health down and bring your Reveal plan closer to fruition.

Plan C: Find a chain.

How do you make Barrage deal 14 damage? Kill Cordelia’s mark.

When does your Reveal kill 3 captains, if only one captain has low health? When Juliet has 3 health and Romeo is marked by Hamlet.

You will not always find fortuitous lineups. However, a bound pair of dragons are always in the pool of potential captains, and often you must contend with Hamlet/Brutus/Cordelia as well.

Even if unlikely to occur, you would be foolish to keep your ears closed to hints regarding who is bound to another. It only takes one correct assumption to win you the game, as few captains can anticipate moments when your Reveal will murder otherwise healthy captains.

Plan Z: Rush energy and Reveal.

After every other moment has passed, you may find yourself rushing to hoard energy before your story ends in victory or defeat. This is not your ideal place to be, as all pretense about your identity will melt away. However, you must recognize these moments when you arrive, and have the ability to calculate just how much damage you can handle before you Reveal.

Remember that you do not spend energy to Reveal, and you still have your action for the turn when you do. Get comfortable slinging a series of final blows to close out the game after your Reveal.


CONTINGENCY PLANS

If Prospero is definitely in the game

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You will struggle to deflect away from energy-related fears if a clear Prospero is among you. You have two options: pretend to be Prospero’s ally to smoke him out of hiding, or use him as a shield to make your own energy count look harmless in comparison.

If someone is looking for allies

Be that ally. It is not terribly difficult to backstab others, and often, forming an alliance can grant you leverage to incite further violence at the table.

Be wary of outright declaring a false identity if you suspect that a real Puck, Iago or other devotee is at the table - unless you can spin your story to subtly convince them that you are simply borrowing that identity for a shared victory later.

If nobody wants to listen to reason

Ride the violence. Your own health does not affect the power of your Reveal. If getting hurt is what it takes to bring the mutual health down at the table, let it happen.

Sometimes it is best not to make warnings about captain identities; if captains seek violence for its own sake, or perhaps due to personal vendettas, bringing up identities may remind players to fear Richard III.

If nobody wants to hurt each other

This is one of the very few situations where gathering 10 (11 after autocharge) energy may actually be appropriate. More realistically, though, you may bring up the threat of Prospero and declare that all captains should bring each other’s health to 7 or lower. This would make your Reveal easier as you would then only need 7 (8) energy yourself.

If everyone thinks you’re Prospero

Prospero’s two strategies are to deflect from his identity or to gain support for his Reveal. Your advantage is that Prospero’s typical method of deflecting attention is to attack other captains. Bringing the total health pool low works well for your Reveal, so it is often easier to give up your energy climb until later if players begin to grow suspicious of you.

Another simple strategy is to invite some attacks, provided nobody suspects that you are Richard III halfway through a round of Strikes. Prospero can’t reveal at low health, but you can. If resting at 5 health is all it takes to make the table ignore you, take that opportunity.

Beware: if you are against others who have read this guide, you will need to escalate your tactics and consider other methods of deflection.

If everyone thinks you’re Richard III

De-escalate into a Prospero identity if possible, or perhaps a pacifist Puck, or even Imogen/Rosalind if you can act convincing enough. Captains will more readily accept an alternative identity than they will accept a flat denial.

This is often a case where you must give up social ground to survive for another round. You may need to mask yourself as a convincingly bad Prospero (for example, pretending to be too obvious about looking for allies) in order to avoid outright death. In these cases, you may need to accept that you can no longer gain energy without suspicion.

If you’ve Revealed and the game isn’t over

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First, recognize that this will be the case more often than not. Prepare yourself for the final duel by Networking up some Barrages or Wildcards. You can also collect Shields and bait your opponent into fearfully bluffing one.

If possible, try to waste your opponent’s resources by timing your Reveal to come immediately after that captain had just spent energy. You have the advantage of choosing when to enter this duel; prepare accordingly.


Richard III is difficult to pilot, perhaps one of the more difficult characters in Captain’s Gambit. Your greatest enemy is your own reputation - you must spend your rounds wisely to defuse or redirect fears of your presence while slowly opening up the pathways for any number of victories. Like many others in Captain’s Gambit, Richard III cannot execute one plan, but instead prepare for multiple potential opportunities at once.

Stay hidden, keep the game shifting in your favour, and prepare to savour your well-deserved spot on the throne.

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