It seems like a while since I last talked about A Touch of Evil, one of my all-time favourite thematic board games to play. So today I want to go over the Delion Dryad, the first of the web exclusive villains for the game. FFP have published web exclusive content for a while now, and while it can be a bit tricky with some of them to print out the tokens and stuff, the Dryad makes use of pre-existing content, so we only have the villain sheet and minion charts that are “new”, so to speak. But this is quite good, because it’s the easiest way to integrate this kind of stuff into the game, while giving more content to play and enjoy!
Aside from the fact that I really like the look of this magik plant, I really enjoy going up against her in the game, as everything is made so much more interesting due to her abilities! There are some really crazy things going on here as well, that often require a lot of keeping-track, but I find it just makes for a more immersive game.
With the basic rules, the Dryad is already fairly tricky to get round. 6 combat and four wounds doesn’t sound particularly difficult in light of the villains we’ve been seeing in The Coast particularly, but when combined with her Sorceress ability, which makes each hero need a combined Spirit and Cunning of 8 or more or else you only hit on a 6, things already look tough. You’ll need to go off exploring a lot, or else train at the Church and/or Magistrate’s Office before you can actually take her on. So an early-game Deadly Encounter might set you back further than you’d like.
The Basic Minion chart also provides a use for the Living Trees minion markets included in the base game, which is a really nice touch! What isn’t nice is that they are a lot more deadly than the Angry Trees that you might encounter in the Olde Woods deck, rolling an extra fight dice. The event on this chart increases the amount of secrets the Town Elders get, which can get out of hand pretty quickly if you’re unfortunate enough to roll this event. The Dryad also has wolf minions that, in the basic game, have a set number of wounds so you actually have to defeat them, much like the Timber Wolves you can encounter in the Olde Woods.
The Olde Woods is, as you might expect, quite the theme for the Dryad, which is explored further in the Advanced Abilities. Her Dark Spirit of the Woods ability is particularly atmospheric I thought, and as (bad) luck would have it, when I was eventually forced into a Showdown with her it was actually in the Woods. When there, both she and her minions get an extra fight dice, though on the plus side non-Showdown fights and defeated minions are worth an extra one investigation. However, during the game if you’re caught lingering there, you’re attacked on the roll of 1, 2 or 3. A really nice touch, I thought.
She has two really quite distressing abilities, one of which has already been mentioned here as perhaps being a bit too much. Shadow of the Season gives the Dryad +1 Wound Marker whenever the Shadow Track moves into a new stage, either forward or back. So if you’ve been stockpiling Reassuring Speeches to play once the track has moved down low enough to buy a lair card before you drive it back up, you might want to rethink that strategy. “I think not!” really helps, though, as you can perhaps get it down far enough and then just keep it there.
The second ability, Control of Nature, has her spawning Living Trees at Random Locations at the beginning of every Mystery phase. These trees are already no pushovers, but if you leave them too long, all six will be on the board and you’ll be forced instead to move the Shadow Track each Mystery Phase. (As an aside, I’m not exactly sure why the Villain Sheet states you should do this if the number runs out, as this is already in the rulebook as written).
Each Villain, of course, also has an advanced effect that kicks off at the Mystery card “Murder!”, and the Dryad’s is, in my opinion, perhaps the best of them all (as much as I enjoy the Nutcracker’s ability, I should add). The Delion Dryad, we are told, is ‘a powerful force of nature’ who uses spells and witchcraft ‘to enchant all those who would challenge her domination’. As such, her Enchantment effect causes any and all Town Elders with Cunning equal to or less than the roll of a d6 to gain an enchantment marker. At the start of the Showdown, all Town Elders in the Hunting Party plus one other chosen by the first player must make a Spirit 4+ test and, if they don’t roll as many successes as they have enchantment markers, they join the Villain as an Evil Elder. This is just genius, in my opinion! If you want Lord Hanbrook’s extra fight dice, or Lady Hanbrook’s ability to ignore the first hit, then you’re going to have to keep them well and truly on your side! (The Dryad has new keywords, however – Magik and Plant – so both the Reverend and the Magistrate don’t affect her with their abilities).
Luckily, there are ways to prevent these enchantment tokens from piling up, though they aren’t exactly easy. First, the aforementioned Reassuring Speech can be used to remove all tokens from one Elder – which is good, though there are of course only two copies in the event deck. Victor Danforth and the “I Say…” card could be of great use here, of course. The only other way is through the event Creeping Brambles on the advanced Minion Chart. If you pass an Honor 6+ test, for each 6+ rolled you can remove one enchantment token. The advanced Minion Chart, however, also changes the Nature’s Lure event to one that adds enchantment tokens, instead of Secrets, to the Town Elders.
Lastly, as you might perhaps expect, the Delion Dryad is Flammable, so highly susceptible to Fire items, as are her Living Trees minions. So while you have a Torch and you’re fighting her Trees, you get +2 Fight Dice in your favour. Against the Dryad herself, you can discard that Torch to get +4 fight dice until the end of the round, so when you’re up against this one you’ll want to head to the Blacksmith as soon as you have 4 Investigation under your belt!
For all this, however, I still found her a fairly routine Villain to beat. Some really nicely thematic abilities, and the wonderful Enchantment effects, but otherwise it wasn’t too hard a slog to fight her. With just the base set things are a bit different of course, though up against her with Adrianna, from Hero Pack 1 and who determines her fight dice first (to say nothing of forcing rerolls for 2 investigation each), things like the Living Trees lose a lot of their threat. But anyone equipped with a Hunting Rifle will have this edge.
I still really like her, I think the theme that comes out of this Villain is tremendous, but given all the expansions we’ve had since, I feel that some of the edge has been taken away from her.
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Minion Chart – basic game
Minion Chart – advanced game
I originally wrote this article on boardgamegeek