Ah, okay. Didn’t notice Drakk there. Carry on!
@codexnewb edited, pickle of a situation I’m in! But let’s see what you can get working for yourself
well, it’s not much, but maybe just enough for now…
"P1T7
StartingHand Workers
STARTING HAND
Snapback
earthquake
hidden ninja
Sensei’s Advice
WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook
Fox Primus (2/2)
NextHand
hidden ninja
Fox Den’s School
Sparring Partner
Sensei’s Advice
Tech 0 card(s)
Get Paid + float - ($11)
Setsuki - ($9)
Hdden Ninja, rook and sparring partner - ($7)
rook tries to sneak, trips and falls on the steamtank, tank takes 3, rook takes 4
with everyone else distracted, Sparring Partner sneaks and hits your tech 3 to 3.
Ploy works! EARTHQUAKE!, break tech 3, your base takes 6 total. (down to 12) tech 1, tech 2, tower take 1 each - ($2)
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Glorious Ninja (5/4+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Morningstar Flagbearer (2/2)
-
[I]Lookout[/I]: Sets, lvl 1, (1/3)
[B]In Play:[/B] - Safe Attacking
- Sparring Partner (2/1)
- Rook, lvl 8, (4/2)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 2
- Workers: 10
Thoughts
hmmm, interesting. the tower throws me for a loop. wasnt expecting him to suspect me.
well, all that does is delay breaking the other tech buildings. i REALLY need an earthquake next hand.
at least no gunship next turn. and hopefully my flagbearer ninja strategy lasts one more turn as well.
"
Yep it’s lookin pretty bad!
Game 5 Player 2, Turn 7
Starting Hand
Kidnapping
Pirate Gunship
Steam Tank
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (10)
- Tech 2 cards in
All Teched Cards
Chaos Mirror x2
Pirate Gunship, Kidnapping
Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber
Main:
- Rebuild tech 3
- Crash Bomber suicides into GN, deals one to flagbearer
- Zane + maxband, shove Flagbearer to scav and kill it, we each get 1 gold (5)
- Steam Tank (2)
- Jaina (0)
Workers
Nautical Dog, Careless Musketeer, Bloodburn, Pillage
- Patrol as below
- Discard 3 Draw 2 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 4
- Tech2 HP: 4
- Tech3 HP: 5
- Tower HP: 3
In Patrol:
- Squad Leader: Steam Tank (3/6+1armor)
- Elite: Mad Man (1+1/1)
- Scavenger: Steam Tank (3/3)
- Technician: Gunpoint Taxman (3/3)
- Lookout: Jaina (2/3 lvl 1)
In Play:
- Zane (4/4 lvl 6)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Bombaster
Charge
Chaos Mirror
Chaos Mirror
Makeshift Rambaster
End of Turn Discard
My Thoughts
Nope extra stealth and earthquake, it’s looking really bad!
alright, here is the best i can do.
"P1T8
StartingHand Workers
STARTING HAND
Sparring Partner
Sensei’s Advice
hidden ninja
Fox Den’s School
Snapback
WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook
Fox Primus (2/2)
NextHand
Fox Den’s School
Glorious Ninja
earthquake
Discard
Morningstar Flagbearer (2/2)
Snapback
hidden ninja
Sensei’s Advice
Tech 0 card(s)
Get Paid + float - ($12)
scav gold - ($13)
Hidden Ninja, rook and sets, draw 1 - ($11)
sets triggers tower, runs into Tank, lvls fizzle
Partner taps to give Rook rune (he maintains stealth)
Rook breaks your tech 3, your base to 10
snapback Zane for Drak, no maxband for you. - ($8)
Fox Den School, Ninjas invisible - ($4)
Grave - ($2)
sparing partner #2 - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Glorious Ninja (5/4)+
- [I]Elite[/I]:
- [I]Scavenger[/I]: Sprring Partner #2 (1/1)
- [I]Technician[/I]: Grave (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- Sparring Partner (2/1)
- Rook, lvl 8, (5/3)
- Fox Den’s School (4HP)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 4
[B]Gold:[/B] - Gold: 1
- Workers: 10
Thoughts
well, here’s hoping he doesnt have kidnapping. this is the best i can do without drawing earthquake - which would have been game.
"
Those sets levels won’t fizzle, they’ll go to Jaina (or Drakk if you want to re-order your turn). Does that change anything?
woops, lvls to jaina.
Well this was on a knive’s edge, but I managed to find lethal. GG WP!
Game 5 Player 2, Turn 8
Starting Hand
Bombaster
Charge
Chaos Mirror
Chaos Mirror
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (10)
- No techs
All Teched Cards
Chaos Mirror x2
Pirate Gunship, Kidnapping
Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber
Main:
- Rebuild tech 3
- Maxband Jaina, tower spots SQL, Jaina shoots him for 2 damage after armor (6)
- Bombaster, sacrifice to deal 2 to Ninja, the brick wall gaiden is finally gone! (3)
- Taxman kills Grave, Drakk to level 3, I steal a gold, you get a card (4)
- Midband Drakk, he kills Sparring Partner (3)
- Makeshift Rambaster, hits your base to 15 (1)
- Mad Man hits your base to 13
- Steam Tanks finish your base, GG WP!
uhmm, am i wrong or MM is redundant? the tanks alone deal 16 dmg!
Haven’t you ever played a Final Fantasy game, Legion? It’s called Overkill, you get bonuses for it
But yes, I couldn’t remember if the tanks were +3 or +4 to buildings. Really need autocard to get fixed, it’d be awesome if the dev open sourced it!
dahhh! nice play. for some reson, i thought the tower could only detect a single instance of targeting. my bad.
i dont even feel bad about that one.
GG WP! You had me on the ropes, looks like an unfortunate miss on Earthquakes was my saving grace (and not patrolling Rook, that would have saved you from lethal)
That damn Flagbearer was not something I was prepared for! You can see I had a Kidnapping in the deck and ready, but I was 1 gold shy of killing the flagbearer AND taking the GN. In hindsight, Chaos Mirror would have been better
yeah, i stumbled my way into that end game strategy. i would have teched teh School earlier had i thought of it, plus included an IPN.
Well I’m game to play again whenever, shall I start? Same deck for you?
yeah, lets keep it going.
Let the good times roll! GL HF @codexnewb !
Game 6 Player 1, Turn 1
Starting Hand
Charge
Nautical Dog
Bloodrage Ogre
Bombaster
Careless Musketeer
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodrage Ogre (2)
- Nautical Dog (1)
- Worker (0)
Workers
Careless Musketeer
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodrage Ogre (3/2)
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Scorch
Mad Man
Pillage
Makeshift Rambaster
End of Turn Discard
Charge
Bombaster
My Thoughts
Third straight game! The spreadsheet loves me it seems.
"P2T1
StartingHand Workers
STARTING HAND
Morningstar Flagbearer
Sensei’s Advice
Smoker
Grappling Hook
Fox Viper
WORKERS
Sensei’s Advice
NextHand
Savior Monk
Fox Primus
Aged Sensei
Safe Attacking
Discard
Morningstar Flagbearer
Grappling Hook
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
fox viper - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Fox Viper (2/1+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: smoker (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 2
[B]Gold:[/B] - Gold: 1
- Workers: 6
Thoughts
i think IPN and fox den’s school would be a good combo. guards against kidnapping without the tower, which means ill have to be willing to go for his tower anyways.
with his opening, my hero’s never survive. and no grappling hook next turn…so i think ill try something different. viper to sq to make hi use dog there, and smoker in scav to at least get a gold back. ill play this like green and just try to benefit using rewards and my gold advantage.
"
Game 6 Player 1, Turn 2
Starting Hand
Scorch
Mad Man
Pillage
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Crash Bomber
Main:
- Dog trades with Viper
- Ogre kills Smoker, you get 1g
- Makeshift Rambaster, hits your base to 17 (3)
- Worker (2)
- Tech 1 (1)
Workers
Scorch, Careless Musketeer
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodrage Ogre (3/1)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Bloodburn
Bombaster
Pillage
Charge
End of Turn Discard
My Thoughts
This seems good trading, keeping Pillage in case he’s planning to fast-tech!
"P2T2
Tech StartingHand Workers
TECH
IPN
IPN
STARTING HAND
Safe Attacking
Fox Primus
Aged Sensei
Savior Monk
WORKERS
Sensei’s Advice
Safe Attacking
NextHand
Fox Primus
Savior Monk
Grappling Hook
Snapback
Tech 2 card(s)
Get Paid + float - ($7)
scav gold - ($8)
worker - ($7)
tower - ($4)
Rook - ($2)
aged sensei - ($1)
tech 1 - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Aged Sensei (1/1+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Rook (2/4)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 17
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
double ipn since i wont be rushing tech 2
"
Game 6 Player 1, Turn 3
Starting Hand
Bloodburn
Bombaster
Pillage
Charge
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber
Main:
- BROgre trades with Sensei
- Bombaster (5)
- Worker (4)
Workers
Bloodburn, Scorch, Careless Musketeer
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 4
- Workers: 7
End of Turn Hand
Gunpoint Taxman
Crash Bomber
Nautical Dog
Mad Man
End of Turn Discard
Kidnapping
Chaos Mirror
Bloodrage Ogre
Charge
Pillage
My Thoughts
Hmm, tower, interesting. I think I just want to float a ton and go hard next turn? I could Hero’s Hall but more likely I’ll fast-tech?
I can shove w/ Zane, kill Rook, and break his tech 1… tempting but I don’t know that it buys me as much.
Generic Chaos Mirror and Kidnapping added to the deck to deal with various possible circumstances