Sorry, only just saw that you’d taken a turn! Never got the notification. I’ll get to work.
P1, T3
[details=hand, worker, tech]starting hand: nautical dog, calypso, bloodburn, charge, scorch
tech: firebat, gunpoint taxman
worker: nautical dog[/details]
Collect 6 gold
Make a worker (5)
Play Calypso Vystari (4)
Play Bloodburn (1)
Discard 2, reshuffle, draw 4.
Patrollers:
Squad Leader: Calypso Vystari (2/2+a)
Elite: Mad Man (1+1/1)
Scavenger: Careless Musketeer (2/1)
Upgrades:
Bloodburn
Buildings:
Base: 20
Tech 1: 5
Other:
Workers 7
Gold 1
new hand
Charge, Makeshift Rambaster, Bombaster, Detonate
No problemo! If you don’t get a notification for this one either, I can start tagging you.
P2, T3
hand, worker, tech
Tech: Blooming Ancient, Giant Panda
Hand:
Playful Panda
Verdant Tree - worker
Murkwood Allies
Forest’s Favor
Young Treant
draw: Rampant Growth
Collect 7 gold + float (8)
Make a worker (7)
play Young Treant (5)
-> I draw a card
Murkwood Allies (0)
-> I get four 1/1 Frogs
Calamandra attacks and kills the Calypso Vystari, and takes 2 damage.
-> Bloodburn gets a rune
pass turn. discard 3, draw 3, reshuffle, draw 2.
Patrol Zone:
Squad Leader: Ironbark Treant (1/2+AAA)
Elite: Frog (2/1)
Scavenger: Frog (1/1)
Technician: Frog (1/1)
Lookout: Frog (1/1)
In play:
Calamandra level 3 (3/2)
Young Treant (0/2)
Wisp (0/1)
Buildings:
Base : 19
Tech I: 5
Other:
Workers: 8
Gold: 0
Hand: 5
Discard: 0
Draw: 4
New Hand
Tiger Cub
Spore Shambler
Giant Panda
Giant Panda
Forest’s Favor
P1, T4
[details=tech, worker, hand] tech: steam tank, chameleon lizard
Starting hand: makeshift rambaster, bombaster, charge, detonate
Worker: charge[/details]
Collect 7 gold +1 from last time, 8 gold
Make a worker (7)
Build tech 2 (3)
Play makeshift rambaster (1)
Mad man, careless musketeer, and makeshift rambaster all attack iron bark treant, doing 4 damage. All die
Bloodburn gets 3 tokens, total 4
Exhaust Bloodburn, remove 2 tokens, pay 1 gold (resist) to do 1 damage to iron bark treant, killing it (0)
Bloodburn gains back a token, now has 3
Discard 2, draw 4
Buildings:
Tech 1: 5
Tech 2, anarchy: 5
Base: 20
Workers:8
Gold:0
new hand
calypso, gun point tax man, scorch, fire bat
Which spec are you choosing for your Tech II building?
Also Mad Man and Careless Musketeer only have 3 attack combined, so I believe Ironbark Treant is still alive with that turn as written (he is effectively a 1/5 with his ability + squad leader armor).
Crud. I forgot mad man wouldn’t have his +1 as a patroller when attacking. Sorry, I have to rethink that turn entirely. Didn’t know I had to pick a spec for tech ii, either
Ok, I think I fixed it
You need a hero in play to cast a spell like Charge, so I’m afraid that turn isn’t legal.
Yes, once you build Tech II and declare a spec, you are locked into that spec for your tech II and III cards for the rest of the game, even if the building gets destroyed later. Makes it easier to narrow down what you’ll be facing.
Damn! Sorry. I’ll try again. Definitely a learning game for me
No problem! Been there myself take all the time you need.
Ok, hopefully third time is the charm. I’ve edited again, let me know how I did…
Looks good! One way or another, that Treant was gonnna die…
P2, T4
hand, worker, tech
Tech: Blooming Ancient, Blooming Elm
Hand:
Tiger Cub - worker
Spore Shambler
Giant Panda
Giant Panda
Forest’s Favor
Collect 8 gold
Make a worker (7)
build Tech II building in Growth (3)
play Giant Panda (0) comes with a 0/1 Wisp
Calamandra and the Frogs all attack your base for 7 damage total
pass turn. discard 3, draw 4, reshuffle, draw 1.
Patrol Zone:
Squad Leader: Young Treant (0/2+A)
Elite: Wisp (1/1)
Scavenger: Wisp (0/1)
Technician:
Lookout:
In play:
Calamandra level 3 (3/2)
Giant Panda (2/4)
4 Frogs (1/1 each)
Buildings:
Base : 19
Tech I: 5
Tech II Growth: 5
Other:
Workers: 9
Gold: 0
Hand: 5
Discard: 0
Draw: 5
New Hand
Rampant Growth
Playful Panda
Blooming Ancient
Murkwood Allies
Ironbark Treant
Getting the strong feeling you’re going to kick my butt.
P1, T5
[details=tech, hand, worker]tech: Disguised Monkey x2
hand: Calypso, Gunpoint Taxman, Scorch, Firebat
worker: Calypso[/details]
Collect 8 Gold
Make a worker (7)
Play Firebat (5)
Exhaust Bloodburn, remove 2 tokens, pay 1 Gold (resist), kill a frog, bloodburn gets a token back, now has 2 (4)
Build a Tower (1)
Discard 2, draw 4
Squad Leader: Firebat
Buildings:
Base: 13
Tech I: 5
Tech II Anarchy: 5
Tower: 4
Other:
Workers: 9
Gold: 1
Question for you: how exactly does the Tower work? When does it deal damage, and to who? Rulebook is a bit confusing here.
new hand
Makeshift Rambaster, Steam Tank, Chameleon Lizzo, Careless Musketeer
There is a very handy post regarding timing HERE under the “How does combat work when there are multiple abilities at play, like Overpower and Swift Strike? What happens when?” question.
Short Answer, tower damage happens at the same time as other combat damage. Declare attacker and target, then as they hit each other the tower also goes off.
Hmm. OK, I think I get it. Thanks!
Tower does 1 damage to each attacker that it can see. This damage happens simultaneously with other combat damage, including swift strike.
P2, T5
hand, worker, tech
Tech: Stampede, Feral Strike
Hand:
Rampant Growth
Playful Panda
Blooming Ancient
Murkwood Allies
Ironbark Treant - worker
Collect 9 gold
Make a worker (8)
play Blooming Ancient (4)
summon Argagarg (2) comes with a 0/1 wisp
–> Blooming Ancient gets two +1/+1 runes
Blooming Ancient moves both runes onto the Giant Panda, now 4/6
Giant Panda attacks and kills Firebat, and takes 4 damage total
Calamandra attacks your Tower for 3 damage, takes 1 damage back
A frog finishes off the Tower, croaking in the process. Your base takes 2 damage
The other 2 frogs attack your base for 2 more damage
Pay 2 gold to level Calamandra to max, healing her
pass turn. discard 3, draw 5.
Patrol Zone:
Squad Leader: Young Treant (0/2+A)
Elite: Wisp (1/1)
Scavenger: Wisp (0/1)
Technician: Wisp (0/1)
Lookout: Blooming Ancient (2/4, no runes)
In play:
Calamandra level 5 (4/5)
Argagarg level 1 (1/3)
Giant Panda (4/2, two +1/+1 runes)
2 Frogs (1/1 each)
Buildings:
Base : 19
Tech I: 5
Tech II Growth: 5
Other:
Workers: 10
Gold: 0
Hand: 5
Discard: 5
Draw: 0
New Hand
Giant Panda
Forest’s Favor
Blooming Ancient
Blooming Elm
Spore Shambler
P1, T6
[details=tech, hand, worker]Tech: Surprise Attack x2
hand: Chameleon Lizzo, Careless Musketeer, Makeshift Rambaster, Steam Tank
worker: careless musketeer[/details]
collect 9 gold
make a worker (8)
play chameleon lizzo (4)
summon captain zane (2)
Chameleon Lizzo attacks and kills Argagarg, taking 1 damage.
Captain Zane gets 2 free levels, is now level 3
Upgrade Captain Zane to level 4 (1)
Zane kills the Young Treant
exhaust Bloodburn, remove two runes, kill a frog (0)
I believe Bloodburn now has 2 runes
I think Chameleon Lizzo goes back into my hand
so, discard 3, draw 5
Nobody patrolling
in play:
Zane level 4 (3/3)
Bloodburn
Buildings:
Base: 9
Tech I: 5
Tech II Anarchy: 5
Workers: 10
Gold: 0
new hand
bombaster, Disguised Monkey (2), Scorch, Mad Man
Chameleon Lizzo goes back to your hand after the draw/discard phase, so you would still have 5 cards, but one of them would be the lizzo. Combos well with Sanatorium!
Either way, I attack your base with Calamadra, the Giant Panda, and the Blooming Ancient for 10 damage, for the win. GG
Ouch. Well done.
So how was the game for you? What do you think? It can be hard to get a hang of how the card flow works while also trying to learn a million new cards.