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Casual Codexnewb Mono-Blue vs Frozenstorm [Fire]/Past/Peace

GG WP! That was ruff.

If we’re goin again I got [Anarchy/Blood]/Feral for my next roll

sounds good. i got [truth]/bashing/discipline. P1 to you.

That’s an interesting combo you got… GL HF!

Game 12, Player 1, Turn 1

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Bloodburn
Nautical Dog
Mad Man
Bloodrage Ogre
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Cala (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (2/3 lvl 1)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Pillage
Careless Musketeer
Scorch
Charge
Bombaster

End of Turn Discard
My Thoughts

I think I’m probably favored Red vs Blue (and him having Bashing), we’ll see how this goes though!


i forget, if you kill my technician, and i tech 2 cards, do they get added to the discard before a reshuffle, or do they NOT get added until after the reshuffle at the start of my next turn?

ive heard that it’s active player choice.

just thinking through multiple options.

the 2nd. tech happens at the start of your turn

@Legion I’m 99% sure it’s players choice.

EDIT: I’m actually perhaps wrong? this suggests otherwise

that’s a lot of text. maybe just quote the relevant section here. it would be good to know this once and for all.

this part 10 chars

sounds good!

"P2T1


StartingHand Workers

STARTING HAND
Jail
Reputable Newsman
Bluecoat Musketeer
Lawful Search
Arrest


WORKERS
Jail


NextHand

Building Inspector
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Traffic Director


Discard

Lawful Search
Arrest
Reputable Newsman (0/3)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bluecoat musketeer - ($2)
tech 1 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bluecoat Musketeer (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmm, anarchy, blood, feral. he’s got me beat on tech 2, tech 3, and hero’s. this will be a tough one. he also has those lobbers for value trading. ill have to just weather the storm and tech up.

double one drop next turn helps.

this opening hand sucks. ill just need to tech up for now to use that gold.

"

Man, I’ve played both ways now I’m just realizing, but I’ve done a lot of “my choice” for ordering lately… #IFuckedUp #SorryVariousOpponents

Game 12, Player 1, Turn 2

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Pillage
Careless Musketeer
Scorch
Charge
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Centaur


Main:

  • Cala kills BM, you get 1g
  • Dog hits your T1 to 3
  • Careless Musketeer (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (2/2 lvl 1)
  • Nautical Dog (1/1)
  • Careless Musketeer (2/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Centaur
Gunpoint Taxman
Bloodrage Ogre
Charge
Makeshift Rambaster

End of Turn Discard
My Thoughts

So he’s probably trying to squeak out Hounds next turn? Let’s lay Musketeer to deal with Illusions. I don’t fear much else…


"P2T2


Tech StartingHand Workers

TECH
Rambasa Twin
Revolver Ocelot


STARTING HAND
Manufactured Truth
Building Inspector
Porkhand Magistrate
Traffic Director
Spectral Aven
Rambasa Twin


WORKERS
Jail
Porkhand Magistrate


NextHand

Blue Coat Musketeer
Lawful Search
Reputable Newsman
Building INspector
Revolver Ocelot


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
scav gold - ($6)
traffic director - ($5)
quince, mirror - ($3)
tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Quince, lvl 1, (1/3)
  • :target: Lookout: Mirror (0/1)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

i think i just have to give him free levels then go get them back later.

ideal is twins, backup is ocelot and tech 2.

"

Yeah technically technician draw happens “instantly”, so you can even hand peek to see what they drew.
I believe it’s player’s choice whether or not the unit in technician gets added to the discard pile before or after the reshuffle, but I’m not certain about that.

1 Like

No that one I believe has been settled also as “When technician dies, it is placed in your discard. Then, the technician trigger executes (as a result of the unit dying and entering discard pile)”.

So the dead technician is always part of the reshuffle. All other patrollers that die in the course of a turn, however, would depend on which patrollers are killed first (killed before the techn? part of the RS. killed after? in discard after the RS)

1 Like

yeah. il just play with the assumption that teched cards hit discard last, and a tech unit killed gets added to discard before reshuffle.

1 Like

Game 12, Player 1, Turn 3

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Centaur
Gunpoint Taxman
Bloodrage Ogre
Charge
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Feral Strike x2
Gunpoint Taxman, Centaur


Main:

  • Dog trades with TD
  • Midband Cala, kill Quince, you draw 1, Cala maxbands (4)
  • Musketeer pings your tower to 3hp, my base to 19 (edited b/c I forgot I had the tech1 on 3hp already)
  • Centaur (1)
  • Worker (0)
Workers

Makeshift Rambaster, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4+1armor resist 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/5 lvl 5)
  • Careless Musketeer (2/1 resist 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bombaster
Mad Man
Scorch
Feral Strike
Feral Strike

End of Turn Discard
My Thoughts

This works out nicely, should be able to tech up + bombaster (or maybe GPT / BRO if I’m lucky on my rs) and Feral Strike the next turn.


Or I could, yknow, draw both Feral Strike on the rs FUUUUUUUUUUUUU


"P2T3


Tech StartingHand Workers

TECH
Vigor Adept
Vigor Adept


STARTING HAND
Spectral Aven
Bluecoat Musketeer (1/2)
Arrest
Manufactured Truth
Building Inspector
Manufactured Truth


WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer (1/2)


NextHand

Arrest
Lawful Search
Vigor Adept
Spectral Aven
Rambasa Twin


Tech 2 card(s)
Get Paid - ($7)
tech draw
worker - ($6)
tech 2 discipline - ($2)
revolver ocelot - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Revolver Ocelot (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hmmm, well, not what i was expecting, but ill take it. going discipline so wall up and hopefully get some counterswings going.

"

Game 12, Player 1, Turn 4

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Bombaster
Mad Man
Scorch
Feral Strike
Feral Strike

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Kidnapping
Feral Strike x2
Gunpoint Taxman, Centaur


Main:

  • Cala kills Ocelot, takes 4
  • Musketeer pings Mirror, you get 1g
  • Centaur breaks your tower, your base to 18
  • Bombaster (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Scorch, Makeshift Rambaster, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/1 lvl 5)
  • Careless Musketeer (2/1 resist 1)
  • Bombaster (2/2)
  • Centaur (3/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Feral Strike

End of Turn Discard
My Thoughts

Grabbing Kidnapping and a Steam Tank, I think we’ll be able to get to tech 3 this way. I’ll probably not be able to Feral Strike now, but we can try eh?

Oh drew a FS on the rs, that could be fun :slight_smile:


i havent felt good about this game since turn 1. fingers crossed…

"P2T4


Tech StartingHand Workers

TECH
Focus Master
Focus Master


STARTING HAND
Spectral Aven
Rambasa Twins
Lawful Search
Manufactured Truth
Building Inspector


WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer (1/2)
Lawful Search


NextHand

Reputable Newsman (0/3)
Vigor Adept
Building Inspector
Traffic Director


Discard

Revolver Ocelot
Spectral Aven
Arrest
Focus Master
Focus Master


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
scav gold - ($8)
rambasa twins - ($4)
vigor adept - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Vigor Adept (5/5)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.

"

Cala is scary

Game 12, Player 1, Turn 5

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Charge
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Feral Strike

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Marauder, Disguised Monkey
Steam Tank, Kidnapping
Feral Strike x2
Gunpoint Taxman, Centaur


Main:

  • Feral Strike for 2x Crashbarrow (0)
  • CB 1 breaks the mario twins, you get 1g
  • CB2 kills adept and overpowers 1 to tech 2
  • Cala breaks tech 2, your base to 16
  • Centaur breaks tech 1, your base to 14
  • Musketeer and Bombaster hit your base to 10
  • skip worker
Workers

Scorch, Makeshift Rambaster, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/1 lvl 5)
  • Careless Musketeer (2/1 resist 1)
  • Bombaster (2/2 resist 1)
  • Centaur (3/3 resist 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Kidnapping
Feral Strike
Steam Tank
Mad Man
Gunpoint Taxman

End of Turn Discard
My Thoughts

Naice no Free Speech! Winning!


and ill gg it there. it was going to be tough no matter what, but the opening hand was such a hard choice.

"P1T1


StartingHand Workers

STARTING HAND
Lawful Search
Reputable Newsman
Building Inspector
Manufactured Truth
Traffic Director


WORKERS
Lawful Search


NextHand

Arrest
Spectral Aven
Porkhand Magistrate
Jail
Bluecoat Musketeer


Discard

Building Inspector
Reputable Newsman
Manufactured Truth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
traffic director - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 1, (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Traffic Director (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.

"