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
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cala (2/3 lvl 1)
Nautical Dog (1/1)
Economy Info:
Cards:
Gold:
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.
Legion
May 28, 2019, 8:12pm
216
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.
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:
Squad Leader :
Elite :
Scavenger : Bluecoat Musketeer (1/2)
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
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
Main:
Cala kills BM, you get 1g
Dog hits your T1 to 3
Careless Musketeer (3)
Worker (2)
Tech 1 (0)
Workers
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cala (2/2 lvl 1)
Nautical Dog (1/1)
Careless Musketeer (2/1)
Economy Info:
Cards:
Gold:
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:
Squad Leader : Traffic Director (1/1+A)
Elite :
Scavenger :
Technician : Quince, lvl 1, (1/3)
Lookout : Mirror (0/1)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 3
Tower HP: 4
Economy Info:
Cards:
Gold:
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
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 19
Tech1 HP: 5
In Patrol:
Squad Leader: Centaur (3/4+1armor resist 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cala (4/5 lvl 5)
Careless Musketeer (2/1 resist 1)
Economy Info:
Cards:
Gold:
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:
Squad Leader : Revolver Ocelot (3/3+A)
Elite :
Scavenger : Mirror (0/1)
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Discipline)
Tower HP: 3
Economy Info:
Cards:
Gold:
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
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 ANARCHY
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cala (4/1 lvl 5)
Careless Musketeer (2/1 resist 1)
Bombaster (2/2)
Centaur (3/3)
Economy Info:
Cards:
Gold:
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
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:
Squad Leader : Rambasa Twin (3/2+A)
Elite :
Scavenger : Rambasa Twin (3/2)
Technician : Vigor Adept (5/5)
Lookout :
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 3
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
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
Patrol as below
Discard 4 Draw 4 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 ANARCHY
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
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:
Gold:
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:
Squad Leader : Grave, lvl 1, (2/3)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.
"
This is a tough matchup in general for you I think. GG WP and GL HF!
Game 13, Player 2, Turn 1
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Nautical Dog
Mad Man
Careless Musketeer
Scorch
Bombaster
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Cala + midband (1)
Worker (0)
Workers
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Cala (3/4+1armor lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Charge
Bloodburn
Pillage
Bloodrage Ogre
End of Turn Discard
My Thoughts
I can’t decide if this or Bombaster + Dog makes more sense… I certainly have counter-attack capabilities available with Zane and Drakk, so going with Bombaster + Dog isn’t awful… But I don’t know how I’d patrol to make that work out well… I like Cala better, she can tank, and next turn Bro + T1 should be fine
yeah, such is the life of playing random. it has it’s perks though.
"P1T2
Tech StartingHand Workers
TECH
Spectral Hound
Spectral Flagbearer
STARTING HAND
Spectral Aven
Arrest
Bluecoat Musketeer
Porkhand Magistrate
Jail
WORKERS
Lawful Search
Jail
NextHand
Spectral Hound
Bluecoat Musketeer
Spectral Flagbearer
Reputable Newsman
Building Inspector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
spectral aven - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Traffic Director (1/1+A)
Elite :
Scavenger :
Technician : Grave, lvl 1, (2/3)
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well, let’s try this again. rushing illusions this time to force a drak, then bring in a free speech mid game. hopefully aven can threaten some stuff.
"