I drew Kidnapping with Zane and then Teched 2 cards. I’ll have a look at the spreadsheet and see what happened.
Yes, the 2 Tech cards should be in my deck. So, I need to go back to where I attacked Rook with Zane and redraw the Technician card?
@Dreamfire Sorry dude. I’ll get it straightened out.
Was it because I drew from an empty deck without having my Tech cards queued up?
Actually, I think I know what happened. When I discarded at the end of the turn there was still a line of text left on the screen from the the turn that just ended. I believe that was because I left the a field highlighted when I did the end of turn. Because that text was still there, I deleted it and then generated the post template. I figured that would clear up the deletion and fix that field error. I don’t know but the actual result may have been a turn end?
No the issue was drawing before teching. The tech cards are chosen at the end of your opponents turn before you take any actions. So by the time Zane drew a card it could have been anything, even those 2 tech cards.
Sorry forgot crypt crawler in my earlier numbers. 4/10/2 should be the end of turn.
"P1T8
Tech StartingHand Workers
TECH
Chameleon Lizzo
Crashbarrow
STARTING HAND
Summon Skeletons
Thieving Imp
Sacrifice the Weak
Deteriorate
WORKERS
Skeletal Archery
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt
Crypt Crawler
NextHand
Crash Bomber
Chameleon Lizzo
Crashbarrow
Shoddy Glider
Discard
Thieving Imp
Deteriorate
Tech 2 card(s)
Get Paid - ($10)
No Worker
Summon Skeletons - ($7)
STW on Skelly #1 and Mech - ($5)
Orpal SACs Skelly #2 to apply -1/-1 Rune on Glaxx
Crawler trades with Glaxx Sparkshot to Rook You get $1
Midband Zane he kills Rook we each draw a card Zane Maxbands - ($2)
Orpal and Taxman Break Tech 3
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane L6 (4/4)
- Orpal L4 (2/4)
- Gunpoint Taxman (3/3)
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech Lab HP: 4 (Anarchy)
Economy Info:
Cards:
- Hand: 4
- Deck: 10
- Disc: 2
Gold:
- Gold: 2
- Workers: 10
"
Redrew but didn’t change anything else since Dream had already taken his turn. Doubtful I would have changed anything regardless.
Does Dreamfire redraw as well, redo his turn, or shall I take my turn?
You take your next turn, you just needed to correct your hand and card counts.
Carry on @witspur.
"P1T9
StartingHand Workers
STARTING HAND
Chameleon Lizzo
Shoddy Glider
Crash Bomber
Crashbarrow
WORKERS
Skeletal Archery
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt
Crypt Crawler
NextHand
Crashbarrow
Sacrifice the Weak
Poisonblade Rogue
Pirate Gunship
Sickness
Discard
Thieving Imp
Deteriorate
Gunpoint Taxman
Crashbarrow
Chameleon Lizzo
Shoddy Glider
Crash Bomber
Tech 0 card(s)
Get Paid + float - ($12)
No Worker
Drakk arrives - ($10)
Crashbarrow (6/3) arrives and trades with evil Drakk. My base takes 1 DMG. - ($7)
My Drakk gains two levels off the kill.
Build Tech 3 - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Drakk L3 (1/3+1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Anarchy)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 7
Gold:
- Gold: 2
- Workers: 10
"
There’s still 1 overpower damage left to assign in this attack, what takes that last point of damage?
Let me know where to assign the overpower damage and I’ll edit it in, though I doubt anything matters now except for whether or not you drew a Gunship.
P2T9
StartingHand Workers
STARTING HAND
Aged Sensei
Bloodlust
Oathkeeper of Kor Mountain
Gilded Glaxx
Doubling Barbarbarian
WORKERS
Fox Primus
Fox Viper
Smoker
Safe Attacking
Savior Monk
Grappling Hook
NextHand
Snapback
Doubling Barbarbarian
Bird’s Nest
Double Time
Discard
Gilded Glaxx
Bloodlust
Tech 0 card(s)
Get Paid - ($11)
Aged Sensei - ($10)
Doubling Barbarbarian - ($7)
Oathkeeper of Kor Mountain, I won’t play any more cards from hand - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Oathkeeper of Kor Mountain (7/8A), I won’t play cards
- Elite:
- Scavenger: Gilded Glaxx (1/2), - -
- Technician: Doubling Barbarbarian (3/5)
- Lookout: Aged Sensei (1/1)
In Play:
*
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Strength)
- Tech III HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 2
Gold:
- Gold: 0
- Workers: 11
Yes, the extra DMG point should have been applied to your Tech 3.
No change to my turn.
"P1T10
StartingHand Workers
STARTING HAND
Crashbarrow
Sickness
Pirate Gunship
Poisonblade Rogue
Sacrifice the Weak
WORKERS
Skeletal Archery
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt
Crypt Crawler
NextHand
Shoddy Glider
Crypt Crawler
Pirate Gunship
Summon Skeletons
Kidnapping
Discard
Thieving Imp
Deteriorate
Gunpoint Taxman
Crashbarrow
Chameleon Lizzo
Shoddy Glider
Crash Bomber
Crashbarrow
Poisonblade Rogue
Sacrifice the Weak
Sickness
Tech 0 card(s)
Get Paid + float - ($12)
No Worker
Midband Drakk - ($11)
Crashbarrow - ($8)
Zane arrives - ($6)
Zane hits the Oathbreaker taking it to 7/7
Crashbarrow with Frenzy trades with Oathbreaker
Drakk L4 (2/3) takes out Aged Sensei taking 1 DMG
Pirate Gunship arrives and hits your Base for 8 DMG. - ($0)
It obliterates Glaxx and Barbar on the attack you get $1 and a card.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Drakk L4 (2/2)
- Pirate Gunship (7/6)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Anarchy)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 11
Gold:
- Gold: 0
- Workers: 10
"
Oathkeeper has Swift Strike, so Zane and Crashbarrow would be killed before dealing damage.
Okay. I was thinking that only went into effect on attack, not defense. But, it wouldn’t be a game of Codex if I didn’t misinterpret the rules at least twice.
Here is my corrected turn.
"P1T10
StartingHand Workers
STARTING HAND
Crashbarrow
Sickness
Pirate Gunship
Poisonblade Rogue
Sacrifice the Weak
WORKERS
Skeletal Archery
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt
Crypt Crawler
NextHand
Pirate Gunship
Shoddy Glider
Crypt Crawler
Kidnapping
Discard
Thieving Imp
Deteriorate
Gunpoint Taxman
Crashbarrow
Chameleon Lizzo
Shoddy Glider
Crash Bomber
Sacrifice the Weak
Sickness
Crashbarrow
Tech 0 card(s)
Get Paid + float - ($12)
No Worker
Drakk casts SAC the Weak on Aged Sensei - ($9)
Midband Drakk - ($8)
Pirate Gunship arrives and hits your base for 8. Obliterate Barbar and Glaxx. - ($2)
Poisonblade Rogue arrives - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Poisonblade Rogue (2/1+1)
- Elite:
- Scavenger:
- Technician: Drakk L4 (2/3)
- Lookout:
In Play:
- Pirate Gunship (7/6)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Anarchy)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 10
Gold:
- Gold: 0
- Workers: 10
"
Can’t stop the Gunship, GG WP! @zhavier
To be honest, I think I lost this game when I tried to deny you a gold steal with Taxman, and let my Glaxxes (Glaxxii?) die to Orpal shenanigans.
That was a great game to watch ! GG to you both
Killing the Glaxx brothers on the same turn and getting through to your Tech 2 building was a critical juncture.
Orpal is sneaky good and the reason I was able to win this one. His machinations might be underutilized because he shares the same codex with Garth and Vandy. Could also be that everybody overplayed him back in the day, got tired of his -1/-1 crap, and moved on to the next big thing. TBH, he’s the kind hero I could see you utilizing. Orpal fits your creatively efficient and patently unexpected style of play.