Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Calamandra kills Cadet.
Calamandra to maxband - ($4)
Spark on Building Inspector - ($3)
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Older Brother (3/1)
Scavenger:
Technician:
Lookout:
In Play:
Calamandra lvl 5 (4/5)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 3
Workers: 8
Thoughts
If I fetch a tiger right now, it’ll just be disabled right off the bat. Tiny Basilisk won’t get much value either, and teching up is useless until my next reshuffle. So I’ll just kill some stuff and float enough to tech up + fetch a tiger next turn.
STARTING HAND
Elite Training
Traffic Director
Manufactured Truth
Scribe
Reputable Newsman
WORKERS
Spectral Aven
Bluecoat Musketeer
Jail
Lawful Search
Manufactured Truth
Next Hand
Overeager Cadet
Building Inspector
Spectral Flagbearer
Flagstone Garrison
Discard
Elite Training
Traffic Director
Reputable Newsman
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Hire a Scribe and draw a card. - ($7)
Summon General Onimaru. - ($5)
Onimaru casts Elite Training on the Tax Collector and Porkhand Magistrate. - ($3)
Porkhand Magistrate kills the Older Brother and survive thanks to his training.
WORKERS
Fruit Ninja
Tenderfoot
Helpful Turtle
Wither
Brick Thief
NextHand
Spark
Tiny Basilisk
Bloom
Huntress
Discard
Older Brother
Timely Messenger
Feral Strike
Ferocity
Feral Strike
Moss Ancient
Moss Ancient
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Feral Strike, boosted to fetch two Hired Stompers from my codex - ($1)
Hired Stompers together snipe Tax Collector on arrival.
Calamandra kills Scribe, you draw.
Predator Tiger hits your base to 16, you trash a worker (down to 8).
Timely Messenger, trades with Porkhand - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Hired Stomper (4/3), resist 1
Technician: Hired Stomper (4/3), resist 1
Lookout:
In Play:
Calamandra lvl 5 (4/3)
Predator Tiger (4/3), resist 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
Would’ve loved to play Ferocity along with Feral Strike, but I want to be able to build tech 3 next turn alongside Barkcoat.
Arrest
Traffic Director
Elite Training
Scribe
Tax Collector
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Build a Flagstone Garrison. - ($7)
Build another Flagstone Garrison. - ($4)
Hire an Overeager Cadet and draw 2 cards.
Hire another Overeager Cadet and draw 2 cards.
Hire a Spectral Flagbearer and draw 2 cards. - ($3)
Hire a Spectral Hound and draw 2 cards. - ($2)
Hire a Building Inspector and draw 2 cards. - ($1)
Hire a Traffic Director and draw nothing because my deck is empty. - ($0)
Float ($0)
Discard 7, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Overeager Cadet 1 2/2A
Elite: Traffic Director 2/1
Scavenger: Spectral Flagbearer 2/2
Technician: Overeager Cadet 2 2/2
Lookout: Spectral Hound 3/3
In Play:
Flagstone Garrison 1
Flagstone Garrison 2
Onimaru (1) 2/3
Building Inspector 1/1
Buildings:
Base HP: 15
Tech I HP: 4
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Feral Strike? We’ll have to block that on the next go since I’m gambling that it’s not in the next hand. I chose Building Inspector over Traffic Director because I want to make going to Tech III very expensive.
Spectral Flagbearer
Reputable Newsman
Arrest
Air Hammer
Tax Collector
Tech 2 card(s)
Get Paid + Scavenger - ($10)
Overeager Cadets trade into the Squad Leader.
Onimaru casts Elite Training on himself and the Building Inspector. - ($8)
Onimaru kills the Huntress and sparkshots the Tiger.
Building Inspector kills the Tiger and sparkshots the Scavenging Stomper.
Onimaru Arrests the Stomper. - ($5)
Traffic Director and Spectral Hound destroy your Tech Lab (here’s to hoping this matters!)
Hire a Scribe and draw 3 cards. - ($3)
Worker. - ($2)
Hire an Overeager Cadet and draw 2 cards.
Hire a Spectral Hound and draw 2 cards. - ($1)
Hire an Overeager Cadet and draw 2 cards.
Hire a Spectral Flagbearer and draw nothing. - ($0)
Float ($0)
Discard 6, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Overeager Cadet 1 2/2A
Elite: Scribe 2/3
Scavenger: Spectral Flagbearer 2/2
Technician: Overeager Cadet 2 2/2
Lookout: Spectral Hound 2 3/3
In Play:
Flagstone Garrison 1
Flagstone Garrison 2
Onimaru (1) 2/1
Traffic Director 2/1
Spectral Hound 1 3/3
Buildings:
Base HP: 15
Tech I HP: 4
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I did tax the Tech III but it didn’t stop him building it. We’re amassing plenty of steam. I think it’s time to drop the Drill Sergeants into the mix.
Elite Training
Arrest
Spectral Hound 2 3/3
Flagstone Spy
Air Hammer
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Overeager Cadets and the Spectral Flagbearer trade with the Bear.
Hire an Air Hammer and draw 1, reshuffle and draw another one. - ($5)
Onimaru casts Elite Training on himself and the Scribe. - ($3)
Scribe trades with the Tiny Basilisk and sparkshots Calamandra.
Spectral Hound 2 trades with Calamandra; Onimaru gains 2 levels.
Spectral Hound 1 and the Traffic Director, destroy the Tech Lab.
Midband Onimaru. - ($1)
Onimaru destroys your Tech III.
Hire a Spectral Flagbearer and draw 2 cards. - ($0)
Hire an Overeager Cadet and draw 2 cards.
Hire another Overeager Cadet and draw nothing because I’ve already reshuffled.
Float ($0)
Discard 5, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Overeager Cadet 1 2/2A
Elite:
Scavenger: Spectral Flagbearer 2/2
Technician: Overeager Cadet 2 2/2
Lookout:
In Play:
Flagstone Garrison 1
Flagstone Garrison 2
Onimaru (5) 4/4 Anti-Air, Sparkshot
Traffic Director 2/1
Spectral Hound 1 3/3
Air Hammer 3/3
Buildings:
Base HP: 15
Tech I HP: 4
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Alrighty, we’re picking up steam and I think we’re gonna be able to close this out if I can keep him off Tech III. My air hammers should be quite potent.
I’ve lost too many games to Calamandra to ignore my need for a Tower! Between her stealth ability and the tigers she can summon, it doesn’t generally feel optional to me. That said, I did end up with a nice turn to build it because of the Cadet in hand.
I’ve also always wanted to see the Tiger trick in action. It sounds so devastating and I think if I were going for a different plan it might have been worse, but Garrisons reduce the problem of bloat if they can take effect for more than a turn.
You’re up for the next one and I think I’m going to try for [Bashing]/Fire/Peace.
Tech 2 card(s)
Get Paid - ($6)
Fading Argonaut to fading 2
Worker - ($5)
Two Step on Mox and Fargo - ($3)
Mox kills Older Brother.
Fargo kills Jaina, River to midband, you draw.
Tech 1 - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: River lvl 3 (2/4A), channeling Two Step
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Hardened Mox (3/1), dance partner
Fading Argonaut (4/2), fading 2, dance partner
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
In hindsight, Fargo isn’t a great Two Step partner (and Mox isn’t as good as I thought it was, once you read the fine print on indestructible…). Still, I’m getting good trades here.