[Casual] charnel_mouse (Green) vs. zhavier (Red/Blue)

P1T1


Starting Hand / Workers

STARTING HAND
Rich Earth
Young Treant
Spore Shambler
Forest’s Favor
Ironbark Treant


WORKERS
Rich Earth


Next Hand

Verdant Tree
Playful Panda
Rampant Growth
Merfolk Prospector
Tiger Cub


Discard

Forest’s Favor
Young Treant
Spore Shambler


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (-2/+2 patrolling, /+1 leader -> 1/2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Ironbark Treant for defence, and leaving no float to be stolen. I don’t expect to get to use Rich Earth, so away that goes.

@zhavier’s turn!

"P2T1


StartingHand Workers

STARTING HAND
Mad Man
Bombaster
Bloodrage Ogre
Pillage
Nautical Dog


WORKERS
Pillage


NextHand

Bloodburn
Careless Musketeer
Charge
Scorch
Makeshift Rambaster


Discard

Bombaster
Nautical Dog
Mad Man


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre 3/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6
    "

OK, looks like I’ve figured out the spreadsheet. Thanks for playing!

P1T2


Tech StartingHand Workers

TECH
Murkwood Allies
Giant Panda


STARTING HAND
Playful Panda
Rampant Growth
Merfolk Prospector
Tiger Cub
Verdant Tree


WORKERS
Rich Earth
Verdant Tree


NextHand

Playful Panda
Forest’s Favor
Spore Shambler
Tiger Cub
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Argagarg and wisp - ($1)
Prospector - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2/3A (-2/+2A patrolling, +1A leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout: Argagarg 1/3

In Play:

  • Wisp 0/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

At the moment I’m just setting up cards for blocking. My main plan is to get tigers out, boost them, and send them at tech buildings. I need stuff to stand in front, though. Maybe Polymorph and Centaur next turn? If I manage to get tigers out, Dinosize on Predators might be fun.

@zhavier’s turn!

2 Likes

Burning down the forest :slight_smile:

"P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Lobber


STARTING HAND
Bloodburn
Charge
Careless Musketeer
Makeshift Rambaster
Scorch


WORKERS
Pillage
Bloodburn


NextHand

Nautical Dog
Bombaster
Crash Bomber
Lobber


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Zane hits treant - ($5)
Ogre kills treant
Careless Musketeer - ($3)
Tech 1 - ($2)
Makeshift Rambaster kills prospector - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Careless Musketeer 2/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre 3/1
  • Zane 2/1
  • Makeshift Rambaster 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
    "

P1T3


Tech StartingHand Workers

TECH
Centaur
Polymorph: Squirrel


STARTING HAND
Playful Panda
Forest’s Favor
Rampant Growth
Spore Shambler
Tiger Cub


WORKERS
Rich Earth
Verdant Tree
Playful Panda


NextHand

Giant Panda
Polymorph: Squirrel
Young Treant
Murkwood Allies


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Rampant Growth on the Wisp - ($4)
Wisp kills the Musketeer, no damage
Arg kills Zane, hits midband
Maxband Arg, Water Elemental arrives - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3/1A anti-air (+1A leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Wisp 0/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

OK, that was about what I’d expected. I’m not sure boosting the Wisp was optimal, but it let me quickly get rid of Zane.

@zhavier’s turn!

You can’t summon an addition hero without a hero’s hall or a Tech 2 building.

3 Likes

Thanks, I keep forgetting that one. Should be fixed now.

1 Like

Argagarg is 1/5, not 1/4

"P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Lobber
Nautical Dog
Bombaster
Crash Bomber


WORKERS
Pillage
Bloodburn
Nautical Dog


NextHand

Mad Man
Scorch
Charge


Discard

Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster
Bombaster
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Ogre hits water elemental
Rambaster kills Elemental
Crash Bomber - ($5)
Lobber - ($4)
Tech 2 Blood - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Lobber 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
    "

I think I’m already regretting my tech choices, but we’ll see what happens.

P1T4


Tech StartingHand Workers

TECH
Stalking Tiger
Predator Tiger


STARTING HAND
Murkwood Allies
Young Treant
Giant Panda
Polymorph: Squirrel
Tiger Cub


WORKERS
Rich Earth
Verdant Tree
Playful Panda
Young Treant


NextHand

Spore Shambler
Forest’s Favor
Centaur
Merfolk Prospector
Rampant Growth


Discard

Murkwood Allies
Polymorph: Squirrel
Giant Panda


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Feral - ($2)
Arg puts armour on Tiger Cub
Tiger Cub kills Crash Bomber, my base to 19

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Tiger Cub 2/1 (1 damage)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Terrible hand to have on the turn I want to tech up. I’m just going to have to float, and remember to have a better cost spread on my early techs next game.

@zhavier’s turn!

"P2T4


Tech StartingHand Workers

TECH
Kidnapping
Surprise Attack


STARTING HAND
Scorch
Charge
Mad Man


WORKERS
Pillage
Bloodburn
Nautical Dog
Scorch


NextHand

Makeshift Rambaster
Crashbarrow
Crash Bomber


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane at lvl 4 - ($2)
zane kills wisp we both get 1g - ($3)
Mad Man, kills tiger - ($2)
Drakk - ($0)
Lobber hits arg to 3

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk 1/3+A, lvl 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 3/3, lvl 4
  • Lobber 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
    "

P1T5


Tech StartingHand Workers

TECH
Stalking Tiger
Murkwood Allies


STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Centaur
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Playful Panda
Young Treant
Merfolk Prospector


NextHand

Predator Tiger
Stalking Tiger
Ironbark Treant
Forest’s Favor
Spore Shambler


Tech 2 card(s)
Get Paid + float + scavenger - ($11)
Worker - ($10)
Calamandra arrives - ($8)
Centaur - ($5)
Tower - ($2)
Midband Calamandra - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4/1 (+1A leader) (Resist 1 from Calamandra)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg L5 1/3 (2 damage)
  • :target: Lookout:

In Play:

  • Calamandra L3 3/4

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I’m cutting it fine on board presence here. Unfortunately I can’t get rid of Zane or Drakk without wrecking my card count, and I badly need some Murkwood Allies up.
After discard and draw: well, hell. No Allies for me. I might have to block up with the Treant, if I can.

@zhavier’s turn!

"P2T5


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Makeshift Rambaster
Crashbarrow
Crash Bomber
Bloodrage Ogre


WORKERS
Pillage
Bloodburn
Nautical Dog
Scorch


NextHand

Kidnapping
Crashbarrow
Careless Musketeer
Charge


Discard

Crashbarrow
Bloodrage Ogre
Crash Bomber
Shoddy Glider
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Zane to max, move centaur to lookout paying Calamandra resist, ping for 1 damage - ($6)
Zane kills Argagarg, we both draw, Drakk to lvl 3
level Drakk to mid - ($5)
Crashbarrow, kills centaur, overpower kills Calamandra with Drakk frenzy, Drakk to max - ($2)
Makeshift Rambaster breaks tower with Drakk frenzy, base to 17 - ($0)
Drakk and Lobber break tech 2, base to 15

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 4/2, lvl 6
  • Lobber 2/1
  • Makeshift Rambaster 1/1
  • Drakk 3/4, lvl 6

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
    "

Ouch! I’ll concede there, I think, I don’t have much to respond with after that. Well played! I made some bad early tech/hero decisions, I think, so spent too much time scrabbling for defenders.

1 Like

Yea, looking back there were some bad tech choices. 1 was probably just not remembering the hero limit, thus the murkwood allies, and 2 polymorph: squirrel is a very expensive removal best used against large defenders, like Immortals.

Greens best plays come from flooding the board with things or making very large creatures. Against red, the main goal is to have something left on your board to attack back with, ideally lots of things for Might of Leaf and Claw, or the one hasty thing with wandering mimic. The other point is building up a gold advantage. Red’s defense is basically terrible, so most of the time red is happy to trade away units as long as it means green has little to attack back with. My 2 cost unit killing your 2 cost unit is a good trade for red. The way to balance that out is economic advantage. Its easier for green to mount a defense when they have more gold than red.

Shall we play another, me going first?

3 Likes

Yeah, those make sense. Another game sounds good, yes please! Same colours?

1 Like

Sure, same colors :smiley:

P1T1


StartingHand Workers

STARTING HAND
Bombaster
Nautical Dog
Mad Man
Scorch
Charge


WORKERS
Scorch


NextHand

Makeshift Rambaster
Pillage
Bloodburn
Bloodrage Ogre


Discard

Charge
Mad Man


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Bombaster - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog 1/1
  • Bombaster 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Rich Earth
Young Treant
Forest’s Favor
Playful Panda


WORKERS
Rich Earth


NextHand

Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector
Tiger Cub


Discard

Forest’s Favor
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg arrives with a Wisp - ($2)
Playful Panda - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1/1 (+1A leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L1 1/3
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Argagarg in the back in case of Zane.

@zhavier’s turn!

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Crash Bomber


STARTING HAND
Bloodrage Ogre
Bloodburn
Makeshift Rambaster
Pillage


WORKERS
Scorch
Bloodrage Ogre


NextHand

Crash Bomber
Makeshift Rambaster
Mad Man
Careless Musketeer
Bloodburn


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Drakk - ($2)
Tech 1 - ($1)
Dog and Bombaster kill Wisps

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk 1/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog 1/1
  • Bombaster 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Galina Glimmer
Tiny Basilisk


STARTING HAND
Verdant Tree
Ironbark Treant
Tiger Cub
Merfolk Prospector
Spore Shambler


WORKERS
Rich Earth
Verdant Tree


NextHand

Young Treant
Spore Shambler
Tiny Basilisk
Tiger Cub


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Tech 1 - ($5)
Ironbark Treant - ($2)
Merfolk Prospector - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2/3 (-2/+2 patrol, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician: Playful Panda 2/2
  • :target: Lookout:

In Play:

  • Argagarg L1 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

@zhavier’s turn!

"P1T3


Tech StartingHand Workers

TECH
Molting Firebird
Bloodlust


STARTING HAND
Careless Musketeer
Mad Man
Bloodburn
Crash Bomber
Makeshift Rambaster


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer


NextHand

Gunpoint Taxman
Charge
Pillage
Molting Firebird


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Drakk - ($3)
Crash Bomber - ($2)
Bombaster hits treant for 3, survives
Sac Bombaster to kill treant - ($1)
Mad man, kills Panda you draw - ($0)
Drakk kills prospector
Nautical dog kills Argagarg, Drakk to lvl 6 heals

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2
  • :target: Lookout:

In Play:

  • Drakk 3/4, lvl 6

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
    "