Ah I missed that. Something seems to be wrong with your teching this game…
You teched two cards at the beginning of T1, but there is no phase to tech before your first turn (even if you are P2). (I’m not forum stalking you, but you seem to have made the same mistake in your game against NikoBolas.)
Then, at the beginning of T2 you didn’t tech any cards, but you HAVE TO tech 2 cards if you have fewer than 10 workers.
So I guess it doesn’t make a difference in this game, because in the end you teched the correct amount of cards before the first reshuffle… So should we just continue with the current state of the game or do you want to redo some of the turns to tech something different?
I meant not building the Tech 1 building. As to teching cards, I might be using the spreadsheet form incorrectly. During Turn 1, I put two cards into the “Tech Cards” area thinking that they would be added at the end of that turn. That might be the problem.
During Turn 3, I drew the first of my tech cards (and, unfortunately couldn’t use them because I hadn’t made the building yet). At this point, after turn 3, there should be 6 tech cards, right?
Don’t tech any cards. While you should start thinking about what to tech once your turn ends, you don’t lock in your first tech choice until the start of a new turn.
Put 2 cards in the tech section of the spreadsheet (I’m assuming you’re using it). When you click either of the buttons that causes you to draw a card, it’ll automatically add them to your discard beforehand (so if you’re supposed to draw before teching, like if your technician dies, do that before putting cards in there).
Put 2 more cards in the tech section. You should now have 4 cards teched, but only the first 2 will be in your hand and/or deck during this turn.
While teching is listed as the last phase in your turn, you don’t actually have to make the decision of which cards to put until the beginning of your next turn (so you can wait and see what your opponent is doing). Therefore you should put the cards in the “Tech Cards” area, that should go into your discard pile right at the start of your turn.
After your turn 3 there are 4 tech cards and at beginning of turn 4 you add two additional cards so it is 6 cards.
So the total number is correct for this game and I’ll continue taking my turn I guess?
STARTING HAND
Firebat
Bombaster
Makeshift Rambaster
Firebat
Scorch
WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
NextHand
Kidnapping
Pillage
Charge
Nautical Dog
Discard
Crashbomber
Makeshift Rambaster
Scorch
Ember Sparks
Captured Bugblatter
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk kills Wisp.
Crashbomber attacks Argagarg dealing 3 damage and dies. Your base takes 1 damage.
Firebat A [Haste from Drakk] - ($4)
Use Firebat A ability to kill Argagarg. - ($3)
Firebat B - ($1)
OK, I was doing it wrong then. I know that in the physical game, you tech cards after drawing. I was thinking that the spreadsheet processed the information similarly. But instead I should treat it just like the physical game, doing Discard/Draw THEN putting the cards in the tech section, yes? OK, got it.
That said, holy hell, I’m in trouble in this game.
STARTING HAND
Pillage
Kidnapping
Nautical Dog
Charge
WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
Nautical Dog
NextHand
Crashbarrow
Bloodrage Ogre
Crashbomber
Firebat
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk casts Kidnapping on Ironbark Treant. - ($4)
Ironbark Treant trades with Calamandra. (Ironbark Treant goes to YOUR Discard)
Firebat A trades with Tiny Basilisk.
Drakk deals 3 damage to your base.
Tech II (Blood) - ($0)
Yeah I really like Argagarg as a hero because he allows you to get a board out of nowhere without spending cards.
He is, in my eyes, a cornerstone of the Green strategy, both to maintain a healthy number of cards in hand and lessening the impact of bad draws. While it is a bit expensive to pay 6 gold for a 1/5, a Wisp and what amounts to about a Tech I unit, it also always threatens Stampede.
I assume this should say 1/5.
P1T6
Tech StartingHand Workers
TECH
Shoddy Glider
Burning Volley
STARTING HAND
Bloodrage Ogre
Firebat
Crashbarrow
Crashbomber
WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
Nautical Dog
Tech 2 card(s)
Get Paid - ($9)
Jaina - ($7)
Firebat B trades with Water Elemental
Firebat [Haste from Drakk] - ($5)
Crashbarrow - ($2)
Drakk kills Wisp. You gain 1 Gold.
Crashbarrow kills Argagarg. Overpower kills Merfolk Prospector. (Jaina 1->3)
Firebat attacks your base for 4 damage.
Jaina 3->4 - ($1)
Crashbarrow dies from Ephemeral.
White flag. There’s no way I’m coming back now, with an empty board.
I tend to agree about Arg, though I think he’s particularly helpful in the early game. It seems to work better to bring Arg out in the first turn or two, level him up to establish a presence, then switch to Cal or Midori for a push. Arg himself doesn’t help much. Even just the Wisp as a Scavenger essentially makes Arg a 1 gold cost, which is awfully nice.
I think I’ll do one more game with Red! This should be interesting because I haven’t played against the whole white set before… I think one of the games I played was a Multicolor with strength but I don’t think that is indicative of the white play style.
P1T1
StartingHand Workers
STARTING HAND
Pillage
Nautical Dog
Charge
Bloodrage Ogre
Scorch
WORKERS
Scorch
NextHand
Makeshift Rambaster
Bloodburn
Mad Man
Careless Musketeer
Bombaster
Discard
Charge
Pillage
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Drakk - ($1)
Nautical Dog - ($0)