Shenlong

Playstyle
Currenly the only non-dual Master of the Ten Thunder, Shenlong

Adapt to the Situation
At the start of your turn, you have a choice to make: Of these, you should usually choose the first as it gives a free scheme marker AND a crew member to give you activation advantage. The other option should be used only if Shenlong is not within range of a Peasant (or if his totem/s have been killed).
 * Have a local Peasant place a Scheme Marker - summoning a second Peasant by doing so
 * Have Shenlong perform one of his two (0) actions

Builds
Shenlong typically only takes two Upgrades so he has room to equip a limited 'Style' upgrades with his 0 action. This saves his crew 2ss - meaning his cache is much higher than it first appears.

Strategies

 * Turf War
 * Reckoning
 * Reconniter
 * Squatter's Rights
 * Stake a Claim

Line in the Sand

 * Line in the Sand - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

Common Schemes

 * Assassinate - gain 2 VP if the enemy leader is killed/ sacrificed
 * Breakthrough - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
 * Protect Territory - gain 1 VP for each Scheme within 6" of its deployment zone
 * Bodyguard - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
 * Distract - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

Uncommon Schemes

 * Cursed Object - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
 * Outflank - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
 * Plant Evidence - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
 * Vendetta - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
 * Plant Explosives - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
 * Take Prisoner - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
 * Make Them Suffer - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
 * Frame for Murder - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
 * Power Ritual - gain 1 VP for each table that has a friendly Scheme within 6" of it
 * Entourage - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
 * Deliver a Message - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
 * Murder Protege - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
 * Spring the Trap - once per game earn 1 VP for every Scheme within 4" of the enemy leader