Begins game on red starting line. Tanglewhip (Trap) -Opposing monsters that roll to break away from this monster must roll a 6 to succeed. Vampiric - If the attack causes the target to take at least 1 damage, heal this monster of 1 damage. Acrobatic (Stamina) - Damage dealt to this monster is reduced by 1.
SIDE B
"I tried to run - but Angelique lashed out her whip and tangled my ankles, tripping me face-first to the pavement. I managed to roll over, only to have her dig the point of one of her stiletto heels into my throat. She looked down at me with a fanged sneer that dripped with contempt. The pain was exquisite; my breathing became erratic. As I blacked out, I realized that deep down, I was enjoying every moment." -Senator Joseph McHammish
Errata: None
FAQ: None
Review: by Azimer the Mad
For 25 points, the little dominatrix is a surprisingly useful utility figure. First of all, for her point-level she’s one of the fastest figures in the game. That 6 movement really adds to the usefulness of her Trap power. The Stamina let’s her serve as the first slaying attempt of the turn to try to draw your opponent’s plot twist away from more valuable figures. A 2 range attack is rather low, but at 25 points it’s still an added feature.
I use her with Jekyll and Mr. Hyde often. First of all, if he goes nuts, he’ll have a hard time running from her. Secondly, with that Stamina the Good (Bad?) Doctor has to roll a 12 to successfully inject her. I also get to throw a Mesmerized into the Crypt.
I can see one to three of her really helping a Vampire Plague Team control the board. They could hold down the opponent’s mobility while the minions spread and the Nosferatu fly around the board making withdrawals. Not a bad cheap bodyguard for the Tomb Mummy, either.
So, in a prolonged fight she’ll mostly fall to a superior figure in a straight one-on-one fight. She really shines as a sidekick to a bigger figure or a delay figure. For 25 points, you will see her be useful. I always have.
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