Yeah, I can’t destroy your base but I think it’s GG. Really different from most of my recent games, but I think P2 has an advantage if both sides just tech up.
P2T6
StartingHand Workers
STARTING HAND
Flagstone Garrison
Playful Panda
Overeager Cadet
Spirit of the Panda
Rampant Growth
Brave Knight
Death Rites
Overeager Cadet
Death Rites
WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Tiger Cub
Spirit of the Panda
NextHand
Brave Knight
Merfolk Prospector
Drill Sergeant
Rampant Growth
Death Rites
Tech 0 card(s)
Get Paid - ($10)
Worker
Build Flagstone Garrison - ($7)
Hire Overeager Cadet. DS gets a rune (1). Draw a card.
Hire Playful Panda + Wisp. DS gets a rune (2). Draw a card. - ($5)
Garth casts Death Rites - ($1)
Drill Sergeant++++ moves a rune to Overeager Cadet.
Overeager Cadet+ (3/3) attacks and kills SL Basilisk (1/2+A), dying in the process. Death Rites forces Merfolk Prospector to die.
Garth makes a skeleton, then sacs it to draw a card. Death Rites kill Galina Glimmer. You get a gold. - ($0)
Hire Overeager Cadet. DS gets a rune (3). Draw a card.
Drill Sergeant++++ moves two runes to Merfolk Prospector.
Merfolk Prospector++ (3/3) attacks and kills Midori (2/3), dies to Tower. You draw a card. Death Rites kills Elephant. Arg gets 2 levels.
Drill Sergeant++ moves a rune to Debilitator Alpha.
Drill Sergeant+ (4/1) attacks and kills Calamandra Moss (4/4), dies. Arg gets 2 levels, max-bands and makes a Water Elemental.
Arg (1/5) and Garth (3/4) team up to kill Tower, taking 1 damage each.
D. Alpha+ (5/6) destroys Tech II (Feral).
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Water Elemental (3/3+A)
-
[I]Elite[/I]: Young Treant (1/2)
-
[I]Scavenger[/I]: Overeager Cadet (2/2)
-
[I]Technician[/I]: Overeager Cadet (2/2)
-
[I]Lookout[/I]: Wisp (0/1)
[B]In Play:[/B]
- Rich Earth
- Flagstone Garrison
- L7 Garth (3/4), exhausted
- L5 Arg (1/5), exhausted
- Debilitator Alpha+ (5/6)
- Playful Panda (2/2) exhausted
- Wisp (0/1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 11
Old Turn
P2T6
StartingHand Workers
STARTING HAND
Flagstone Garrison
Playful Panda
Overeager Cadet
Spirit of the Panda
Rampant Growth
Brave Knight
Death Rites
Drill Sergeant
WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Tiger Cub
Spirit of the Panda
NextHand
Death Rites
Playful Panda
Drill Sergeant
Merfolk Prospector
Overeager Cadet
Tech 0 card(s)
Get Paid - ($10)
Build Flagstone Garrison with a Victory Flag on top - ($7)
Hire Overeager Cadet. DS gets a rune. I draw a card.
Hire Playful Panda. DS gets a rune (2). I draw a card.
Garth gets a band of skeletons, The Death Rites, to play some music. - ($3)
Drill Sergeant orders Overager Cadet to drop and give him… 1 push-up, then gives him a rune.
Overeager Cadet+ (3/3) attacks and trades with SL Basilisk (1/2+A) in a silly duel where he just falls on top of the Basilisk and smothers it. The Death Rites play a jingle about a Fish and Chips and the Merfolk Prospector runs for the Discard.
Drill Sergeant orders Merfolk Prospector to give him 2 sit-ups, gives him 2 runes.
Merfolk Prospector++ (3/3) attacks and kills Midori (2/3), dying to the tower. You draw a card. Arg gets 2 levels. The Death Rites play a pop song that Galina Glimmer can’t stand and she heads to the Discard. You get a gold.
Hire Brave Knight. DS gets a rune (3). I draw a card. - ($0)
Drill Sergeant orders Debilitator Alpha to give him a good salute. Alpha stares back and slowly salutes. Drill Sergeant gives him a rune.
Drill Sergeant+ (4/1) attacks and kills Cally Moss (4/4) in a screaming match. Arg gets 2 more levels, goes to max-band. The Death Rites play a tune about mice and the Elephant rampages off to the Discard.
Arg (1/5) and Garth (3/4) team up to destroy the Tower, the Death Rites play ““Arg’s World”” in the background to no effect. Your base takes 2 damage.
Debilitator Alpha+ (5/6) attacks and destroys Tech II. Your base takes 2 damage. Death Rites pack up their equipment and shamble off towards a grave.
Worker
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brave Knight (3/3+A)
-
[I]Elite[/I]: Young Treant (1/2)
-
[I]Scavenger[/I]: Water Elemental (3/3) anti-air
-
[I]Technician[/I]: Overeager Cadet (2/2)
-
[I]Lookout[/I]: Wisp (0/1)
[B]In Play:[/B]
- Rich Earth
- L7 Garth (3/3), exhausted
- L5 Arg (1/4), exhausted.
- Debilitator Alpha+ (5/6), exhausted.
- Playful Panda (2/2)
- Wisp (0/1)
- Flagstone Garrison
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Flagstone Garrison HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 1
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 11
I’m fairly sure you won’t want to continue, but Good Game! If you’d like to play another we can swap and I’ll start?