Tabletop Tavern Build Guide

Tabletop Tavern Sanguine Court Build Guide

A practical Tabletop Tavern Sanguine Court build guide for Sister Morvayne, covering Outrider deployment, Raise Dead bodies, morale resistance, Necrotic Chimerae, target priority, shops, healing, and final battle planning.

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Tabletop Tavern Sanguine Court Build Guide

Quick Answer

The Sanguine Court build is an aggressive undead build centered on Sister Morvayne. Her key effect, Unbound by Chivalry, gives all units Outrider, so your army can deploy forward, collapse into ranged units, pressure artillery, and surround enemies before they stabilize. Use Raise Dead bodies to pin and screen, but do not rely on common units as your whole win condition. Your goal is to turn early pressure into gold, shops, healing, stronger units, and eventually Necrotic Chimerae as the late-run power spike.

Why Play Sanguine Court?

Sanguine Court is for players who want a hands-on build instead of a slow defensive army.

With Sister Morvayne, every unit gains Outrider. That changes the whole battle plan. You are not walking across the entire field while arrows and artillery hit you. You are starting close, spreading wide, and forcing the enemy to react immediately.

Tabletop Tavern Sanguine Court and Sister Morvayne hero panel
Sister Morvayne gives all units Outrider, while Sanguine Court supports aggressive undead play with Raise Dead and morale resistance.
Sanguine Court pieceChecked panel effectWhy it matters
Raise DeadOptional post-battle choice to gain 3 common unitsGives bodies for pinning, screening, surrounding, and reserve rotation
The Unyielding DeadUnits are immune to morale penalties from Terror, Flanking, and Retreating AlliesLets the army handle messy aggressive fights better
Forbidden RitualsOptional post-battle choice to gain a consumable of any rarityAdds flexible recovery, roll, or fight-solving tools after battles
Unbound by ChivalryAll units gain OutriderDefines the build by enabling forward deployment and fast pressure
Necrotic ChimeraeSister Morvayne’s Signature UnitGives the build a clear late-run monster goal
Aggressive deploymentBuild identity, not a separate tooltipLets you pressure enemy ranged units, artillery, and exposed flanks quickly

Quick Build Plan

Use this table as the build’s short version.

StageMain goalWhat to avoid
Opening battlesUse Outrider to reach ranged units and artillery quicklySending every unit into one blob
Early rewardsTake bodies, gold, and role-filling unitsKeeping only weak common units forever
Mid-run shopsLook for damage, anti-large, rare units, or signature-unit pathsSpending all gold on low-value bodies
Hard fightsPin enemies, surround priority targets, and protect against flankersFair front-on trades with stronger infantry
Late runBuild around Necrotic Chimerae or another real carryCharging monsters into anti-large counters
Final battleEnter with bodies, damage, anti-large, healing, and a deployment planRelying on random swarm pressure alone

Strengths and Weaknesses

Sanguine Court has a very clear identity: pressure, bodies, morale resistance, and a strong late-run monster goal.

It also has a clear weakness: many early bodies are not impressive by themselves.

StrengthHow to use it
All-army OutriderStart close, wide, or behind angles to disrupt the enemy immediately
Raise Dead bodiesFill space, pin targets, rotate reserves, and create surround pressure
Morale penalty immunityThe checked panel lists immunity to morale penalties from Terror, Flanking, and Retreating Allies
Post-battle consumable choiceForbidden Rituals can offer a consumable of any rarity after battles
Aggressive tempoStop ranged units and artillery before they control the battle
Necrotic Chimerae goalGives the build a real late-run carry
WeaknessHow to handle it
Weak common unit qualityUse bodies to pin and screen, not as the whole damage plan
Messy manual controlSplit the army into simple jobs before starting
Limited safe ranged damage earlyWin with deployment, flanks, and fast contact
High-tier infantry can punish youSurround, isolate, or avoid fair front-on trades
Large threats still matterRecruit anti-large, use bodies to delay, or save for stronger units
Gold pressureSave for shops, healing, and signature-unit opportunities

Sister Morvayne: Why She Defines the Build

Sister Morvayne is the reason this build deserves its own page.

Her most important effect is Unbound by Chivalry, which gives all units Outrider. That turns the army into a forward-deploying pressure build.

Sister Morvayne detailBuild value
TreasuryGives enough starting flexibility to plan early fights and shops
Signature UnitNecrotic Chimerae
Forbidden RitualsIn the checked panel, this gives an optional post-battle choice to gain a consumable of any rarity
Unbound by ChivalryGives all units Outrider, which is the main reason this build works
Best playstyleAggressive manual battles, fast contact, and surround pressure
Main riskOvercommitting weak units before the enemy is controlled

Raise Dead: Use Bodies Correctly

Raise Dead is useful because it gives you bodies. Bodies matter in Tabletop Tavern because they can pin, surround, rotate, and protect stronger pieces.

But bodies are not the same as power.

Raise Dead is good when…Be careful when…
You need bodies after lossesYour army is full but still weak
You want more units for surroundsYou are skipping stronger shop or reward options
You need reserve rotationCommon bodies are replacing real damage
You want cheap deployment piecesYou still lack anti-large or elite pressure
You need screens for stronger unitsYou are letting important units die anyway

Raise Dead should create flexibility. It should not trap you into keeping every common unit forever.

Three-Group Outrider Opener

The cleanest Sanguine Court opening is not “everyone rushes.”

Use three simple groups:

  1. Pin group: holds the enemy center.
  2. Pressure group: hits ranged units, artillery, or exposed flanks.
  3. Reaction group: protects against wolves, cavalry, enemy Outriders, or surprise angles.
Opening jobWhat to useWhat it does
Pin groupCommon bodies, shielded units, cheap meleeStops enemy infantry from freely turning
Pressure groupFast units, Outriders, dogs, disposable bodies, stronger meleeReaches archers, artillery, or exposed sides quickly
Reaction groupSpears, bodies, fast units, or spare meleeIntercepts cavalry, wolves, and enemy flankers
Carry follow-upNecrotic Chimerae or stronger units laterEnters after enemies are pinned or distracted

Opening Target Priority

Sanguine Court wins by choosing the first targets correctly.

You are not trying to touch every enemy at once. You are trying to remove the units that stop your rush from working.

PriorityTargetWhy
1Enemy artilleryIt punishes packed rushes and damages you before melee stabilizes
2Enemy ranged unitsThey are weakest when pressured early
3Enemy Outriders, wolves, or cavalry threatening your backlineThey can punish your split deployment
4High-tier infantryWeak common bodies lose fair trades against them
5Anti-large unitsImportant before committing Necrotic Chimerae
6Isolated low-morale unitsBreaking them can create a morale chain
Tabletop Tavern Outrider pressure against artillery and backline threats
Sanguine Court can pressure backline threats quickly, but you still need to assign a specific group before the fight starts.

Surrounds, Flanks, and Morale

Sanguine Court benefits from chaotic fights because The Unyielding Dead changes specific morale penalties.

That does not mean your units are invincible. It means you can use more aggressive surround patterns without your army collapsing as quickly from Terror, Flanking, or Retreating Allies.

Tabletop Tavern flanking and morale pressure example
Sanguine Court is comfortable in messy fights, but morale resistance does not prevent damage.
ToolHow Sanguine Court uses it
Center pinCommon bodies hold enemies long enough for side pressure
Side collapseAdds pressure without forcing a fair front-on trade
Backline diveStops archers or artillery from free-firing
Common body screenLets stronger units choose better targets
Fast reserve groupReacts to cavalry, wolves, or enemy Outriders
Monster follow-upNecrotic Chimerae enters after enemies are pinned or distracted

Defending Against Enemy Counter-Rush

Sanguine Court is aggressive, but it still needs defense.

Enemy wolves, cavalry, Vanguard units, and Outriders can punish you if every unit moves forward. This is the main reason the three-group opener matters.

Enemy counterResponse
WolvesKeep cheap bodies or spears ready to intercept
CavalryDo not leave support units isolated
Enemy OutridersKeep one group angled back or near your support units
Fast ranged unitsPressure them with fast melee or disposable bodies
Unknown deploymentLeave space to react instead of overcommitting forward
Anti-large near your monsterDelay Necrotic Chimerae until the target is safer

Necrotic Chimerae: Late-Run Power Goal

Necrotic Chimerae is the clearest late-run goal for this build.

It gives Sanguine Court something common bodies do not provide: a real monster carry that can finish fights when supported correctly.

Tabletop Tavern Necrotic Chimerae stats and traits
Necrotic Chimerae is the late-run unit that turns Sanguine Court from swarm pressure into real monster power.
Necrotic Chimerae trait or statWhy it matters
Anti InfantryHelps crush infantry targets
ArmoredImproves durability against many attacks
LargeGives strong monster presence, but creates anti-large risk
TerrifyingAdds leadership pressure
UnstoppableHelps it recover between chapters
High melee statsLets it finish targets that common units cannot
Speed and charge valueHelps it reach the right fight quickly

Do not throw Necrotic Chimerae into the first enemy it sees. Use bodies to pin enemies first, avoid anti-large counters, then send it into infantry, backline targets, or already-disrupted fights.

Economy, Shops, and Signature Unit Planning

Sanguine Court needs gold because the build wants to move beyond weak bodies.

Gold should usually go toward one of four things:

  • healing damaged key units,
  • buying a real damage piece,
  • finding an anti-large answer,
  • saving toward signature or rare unit opportunities.
Gold useWhen it helps
HealingSeveral important units are damaged after aggressive fights
Shop unitsA shop can add damage, anti-large, or a stronger carry
Signature Unit planYou are building toward Necrotic Chimerae
PotionsA key unit needs emergency recovery before a hard fight
Event rollsThe reward is worth the cost and failure will not break the route
DepositsThe current run is stable and future upgrades matter more

Route Priorities for Sanguine Court

Sanguine Court wants routes that convert early pressure into lasting power.

You can take fights aggressively when the army is healthy, but you should not chain hard fights while your best units are damaged.

Route situationBest choice
Early army is healthyTake fights that give gold, bodies, or unit rewards
Army is full but weakLook for shops, rare packs, or stronger unit rewards
Several key units are damagedChoose village, tavern, campfire, or reserve-friendly routes
Shop is closeSave gold if you need a carry, anti-large, or signature-unit path
Final battle is closeStop taking greedy garrisons or unknown routes
Necrotic Chimerae is availableBuy it only if you can still heal and support it

Healing and Campfires

This build takes contact early, so healing matters.

You can replace common bodies, but you should protect the units that actually win fights: stronger melee pieces, anti-large answers, high-prestige units, and Necrotic Chimerae.

Tabletop Tavern reserve slots, tavern healing, and village recovery options
Aggressive Sanguine Court fights still need recovery. Use reserve slots, taverns, villages, campfires, and potions before key units collapse.
Recovery toolSanguine Court use
Reserve slotsRest damaged key units while common bodies handle safer fights
Tavern healingSpend gold when the whole army is bruised
Village stayStrong before a hard fight or final battle
Campfire RestBest when several core units are damaged
PotionsSave stronger units, monsters, or high-prestige pieces
PrestigeUse as an army-quality tool, not as your main healing plan
Tabletop Tavern campfire choices Rest Train Scout and Scavenge
Campfires are flexible. Sanguine Court usually cares most about Rest, Scout, and Train depending on army health and route uncertainty.

Best Army Shape

A strong Sanguine Court army is not just a swarm. It has jobs.

Army roleWhat you want
BodiesCommon units that pin, screen, surround, and rotate
Reliable melee damageUnits that can win trades after the enemy is pinned
Fast pressureUnits that reach archers, artillery, or exposed flanks
Anti-large answerProtection against cavalry, monsters, and large threats
Monster carryNecrotic Chimerae once available
Support damageRanged or special units if they fit the route
Reserve fillersExtra units that let damaged core pieces heal

Hard Fight Adjustments

Sanguine Court can make early battles look easy, but the build still needs adjustments when enemy quality rises.

Hard fight problemAdjustment
High-tier infantrySurround, isolate, and avoid fair front-on trades
Large unit or giantBring anti-large, delay with bodies, or focus it before it reaches your carry
Ranged-heavy enemyUse Outrider deployment to reach them immediately
Enemy cavalry / wolvesKeep one intercept group instead of sending everyone forward
Your army is damagedTake healing, reserve key units, or avoid the fight
You lack a carrySave gold and route toward shops, rare units, or signature-unit options

Final Battle Setup for This Build

For general route and final battle planning, use the Tabletop Tavern Campaign Guide. This section focuses only on what Sanguine Court specifically needs.

Build-specific checkGood sign
Opening targetsArtillery, ranged units, elite infantry, or large threats are already assigned
Bodies have jobsCommon units are pinning, screening, surrounding, or protecting stronger units
Real damage existsNecrotic Chimerae, strong melee, ranged support, or elite units can finish fights
Anti-large answerCavalry, monsters, and large enemies are not unanswered
Monster safetyNecrotic Chimerae is not charging blindly into anti-large counters
Healing planPotions, reserves, village, tavern, or campfire choices kept key units alive

Common Sanguine Court Mistakes

MistakeWhy it hurtsBetter move
Sending every unit into one blobYou lose the surround advantageSplit groups and collapse from angles
Overrating common undead unitsWeak bodies still lose bad tradesUse them to support stronger pieces
Ignoring enemy artilleryIt punishes packed rushesAssign a fast pressure group before battle starts
Leaving no defense behindWolves, cavalry, or enemy Outriders can punish youKeep one group ready to intercept
Buying random units with no roleThe army becomes full but weakRecruit damage, anti-large, or support pieces
Skipping healing because units feel replaceableKey pieces die before power spikesHeal important units and rotate reserves
Charging Necrotic Chimerae into anti-largeLarge units can be counteredPin first and choose safer targets
Taking every garrison fightAggressive armies still lose healthHeal or skip when a final battle is close
Using Outrider without target priorityDeployment advantage gets wastedChoose artillery, ranged, elite, or large targets first
Treating morale resistance as invincibilityUnits still take damage and dieUse morale resistance to support tactics, not replace them

FAQ

Is Sanguine Court good in Tabletop Tavern? +

Yes. Sanguine Court is good if you like aggressive manual battles. Sister Morvayne gives all units Outrider, letting your army deploy forward, pressure ranged units and artillery, and surround enemies before they settle into a clean formation.

What does Sister Morvayne do in Tabletop Tavern? +

In the checked Sister Morvayne panel, Forbidden Rituals gives an optional post-battle choice to gain a consumable of any rarity, and Unbound by Chivalry gives all units the Outrider ability. For this build, Unbound by Chivalry is the defining effect.

What is the Sanguine Court faction bonus? +

In the checked Sanguine Court panel, Raise Dead is an optional post-battle choice to gain 3 common units. Its battle bonus, The Unyielding Dead, makes units immune to morale penalties from Terror, Flanking, and Retreating Allies.

How should I use Raise Dead in a Sanguine Court run? +

Use Raise Dead to fill army slots, replace losses, create surround pressure, and give damaged key units time to rest. Do not treat common bodies as the whole win condition; you still need real damage, anti-large answers, and stronger late-run units.

What is the best Sanguine Court opening? +

Use a three-group opener: one group pins the center, one group pressures ranged units or artillery, and one group stays ready to intercept wolves, cavalry, or enemy Outriders. Do not send every unit into the same blob.

Is Necrotic Chimerae worth recruiting? +

Yes. Necrotic Chimerae is the clearest late-run goal for Sister Morvayne. It gives the build a real monster carry, but it still needs support and should not be thrown into anti-large units blindly.

What is the biggest Sanguine Court mistake? +

The biggest mistake is confusing aggressive deployment with reckless rushing. Outrider lets you start closer, but you still need target priority, backline protection, healing, and a plan for large or elite enemies.