Tech 0 card(s)
Get Paid + Scav - ($12)
Plague Lord, Everything gets -1 Runes, mostly canceling out +1 Runes, but importantly, killing Spectral Flagbearer and Triggering Orpal Maxband - ($6)
Orpal Maxband places actual -1 Rune on Both Drill Sergeants
Plague Lord #2, More -1 runes for everyone, killing the whole Patrol zone, Cadet in back dies, Newsman now at 1/3 with +2 Runes - ($0)
Abomination breaks Tech 2 again, base to 14
Tech 0 card(s)
Get Paid - ($11)
Abomination trades with SQL, -1s are lifted
Wounded Plague Lord kills Scav, takes 3, -1 runes on everything
Tap Plague Labs, everything dies, Garth to lvl 3 - ($7)
Garth to Max, no abilities - ($3)
Plague Spitter (3), Plague Lord (4), Vandy (4), Garth (3) hit your base to 0, GG!
Wait hang on, just before we start a new game, I wanted to take a brief moment to talk about the previous game.
I think it will be helpful if we weigh in just a little bit between games how we think the change affected our decisions during the game, and then other people can think about that and it can create discussion or whatever.
So I will briefly say: I felt a little more confident playing stuff at the start, because I felt I could create a board presence with weak units slightly more easily, so I tried to play more aggressive with hounds!
I’m pretty sure I lost because I misplayed approximately half of my turns, and not because of deteriorate, so… that’s something!
I would say that the Deteriorate change didn’t really change my decisions this game. The couple times I wanted to have deteriorate in hand, I didn’t. I could see how the extra gold the few times i did use it would have given me more options for future turns, and I could see how playing hounds was a lot more comfortable when deteriorate was an even trade or better. I think it will have more overall impact as player 1, where gold is tighter.
Dark Pact
Sacrifice the Weak
Thieving Imp
Deteriorate
Tech 2 card(s)
Get Paid + float - ($8)
Dark Pact, reshuffle draw 2
Vandy kills Scribe
Bone Collector kills Cadet, I get a skeleton
Hooded Executioner - ($6)
Worker - ($5)
Tech 2 Disease - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy 4/4, lvl 5
Bone Collector 3/1
Skeleton 1/1
Hooded Executioner 3/3
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 8
Thoughts
I can pretty safely leave that cadet, and make a play for Meta without Heroes Hall, could be worthwhile. Wiffed on Meta for now, but I will definitely have it next turn, so now its just a question of killing the cadet or not, killing it seems reasonable, but I can’t break his tech 2 as it is, so come what may
Hand: Jail, Building Inspector, Overeager Cadet, Bluecoat Musketeer, Lawful Search, Manufactured Truth
Draw: Flagstone Garrison, Overeager Cadet, Flagstone Garrison, Community Service
Tech: Flagstone Garrison, Community Service
Worker: Manufactured Truth
Technician draw
Tech 2 cards
Get paid (+$8, $9)
Summon Bigby Hayes ($7)
Cast Lawful Search, reshuffle, draw, search your hand ($6)
Build Flagstone Garrison ($3)
Summon Overeager Cadet, draw ($3)
Summon Overeager Cadet, draw ($3)
Summon Buliding Inspector, draw ($2)
Hire a worker ($1)
Discard 4, draw 3, reshuffle, draw 2
Patrol:
Leader: Overeager Cadet (2/2+A)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Bigby Hayes (2/3)
Lookout: Building Inspector (1/1)