Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Bloodrage Ogre - ($0)
Rook kills Wisp
Dog hits tech 1 for 2
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre 3/2+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rook 2/3, lvl 1
Nautical Dog 1/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Thunderclap seems like a good surprise answer for the likely young treant given the turn 1 tech 1. there is a decent chance rook will be able to break tech 1 before he can build tech 2, but I remain concerned about my own path to victory.
STARTING HAND
Scorch
Careless Musketeer
Bombaster
Thunderclap
Makeshift Rambaster
WORKERS
Bloodburn
Pillage
Careless Musketeer
NextHand
Mad Man
Charge
Doubling Barbarian
Bird’s Nest
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thunderclap, your patrol zone is feeling empty - ($3)
Bombaster - ($1)
Ogre breaks Tech 1
Dog trades with Tiger Cub
Rook kills Panda
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bombaster 2/2
[I]Lookout[/I]:
[B]In Play:[/B]
Rook 2/1, lvl 1
Bloodrage Ogre 3/2+A
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
I am a little sad I don’t have Bird’s Nest, but hey, broken tech 1! Finally got to use thunderclap to great effect.
Nautical Dog
Spirit of the Panda
Scorch
Makeshift Rambaster
Discard
Bloodrage Ogre
Mad Man
Doubling Barbarian
Charge
Jefferson DeGrey, Ghostly Diplomat
Dinosize
Tech 2 card(s)
Get Paid + float - ($8)
Tech 2 Strength - ($4)
Ogre hits Vir to 3
Rook hits Vir to 1 and dies
Zane to lvl 2 - ($1)
Mad Man kills Vir, Zane to lvl 4 - ($0)
Zane kills Young treant, we both get 1g - ($1)
Bombaster kills prospector
Worker - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Zane 3/3, lvl 4
Bombaster 2/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I had to draw the barbarian now, sigh… Oh well I am in a tough spot for worker choice. I am going to have a pretty bad hand next turn, so here’s hoping I can make something of it…
Note I built the tech 2 too early, and it should in fact have happened at the end of my turn. Nothing else need change though. Thanks for pointing it out.
Jefferson DeGrey, Ghostly Diplomat
Thunderclap
Mad Man
Doubling Barbarian
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Nautical Dog - ($6)
Max Zane - ($4)
Tech Lab Anarchy - ($3)
Zane kills Huntress
Bombaster kills Mirror
Float ($3)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nautical Dog 1/1
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Zane 4/1, lvl 6
Bombaster 2/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 9
Thoughts
And there is the free speech, but do I put in the Pirate Gunship now, or wait, let it take a few cycles to draw them and put in something I can use now.
Mad Man
Nautical Dog
Pirate Gunship
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Jefferson DeGrey, Ghostly Diplomat, pesky mech and mirror are removed. - ($8)
Doubling Barbarbarian - ($5)
Zane and Bombaster destroy your Tech 2, base to 16
Argagarg - ($3)
Mad Man and Nautical Dog kill Quince, Arg to lvl 3 - ($2)
Float ($2)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Jefferson DeGrey, Ghostly Diplomat 4/3
[I]Lookout[/I]:
[B]In Play:[/B]
Zane 4/1, lvl 6
Bombaster 2/1
Doubling Barbarbarian 3/5
Argagarg 1/4, lvl 3
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 5
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 10
Thoughts
So, I am free of free speech for a turn. I could have let him keep using it and not played Mad Man, but this way I can use Args midband on DB next turn. And eventually I can bring out Pirate Gunships to seal the deal.
GG! Yea, I was going to be in a bit of a tough spot for cards though. You pulled that mech on me before, and I had a ton of time to prepare to kill it. I did get a little lucky drawing Degrey that turn.
DeGrey is a cut and dry answer to the mech, can’t even be silenced. I almost put in the second degrey instead of the monkey, probably would have been the safer play and just float the gold instead of building the tech lab so early. I was hoping to threaten hastey stealth to force spending on a tower.