[funsies] mysticjuicer (Anarchy)/Feral/Peace vs scymrian (Peace)/Disease/Fire

Oh man, I know what you mean. I think it’s actually kind of bad to start playing by forum when you’re just starting out. It’s way easier (and I think, much better) to quickly make judgement calls and mistakes than to agonize for a really long time… and still make similar judgement calls and mistakes. Which is inevitable, in a game like Codex. It’s actually really hard to get a sense of what’s good from PbP play. At least to me. But it’s better than not playing the game at all!

Hopefully someday we’ll get a chance to play together in person. :slight_smile:

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I have a few local friends I hope to be able to rope into learning it. Unfortunately, probably not my partner, who easily becomes frustrated in games that are too interactive (my words, not hers). She’d hate it if I ever destroyed one of her tech buildings.

Being able to look at the forums but not access my setup to take a damn turn while I’m at work is agonizing right now :grimacing:

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No kidding. All I want to do is play this dumb ass spec! :smile:

are google docs accessible from work? :smiley:
shameless plug

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I haven’t had a chance to mess around with the spreadsheet, so I’m just going off a real life set-up. But someday!

not even slightly. Also I tried that spreadsheet and couldn’t get it to work for me even a little. I’m using a notepad doc (thus the typos and such) and my old Lackey build I was working on before the TTS mod even came out

Scymrian: Turn 5

I draw a card from Technician Onimaru dying.

[details=Turn Secrets]

  • Hand: Flame Arrow, Flame Arrow, Spectral Aven, Building Inspector
  • Worker: Building Inspector
  • Tech: Plague Spitter, Plague Spitter[/details]

Turn:

  • Start of turn:
  • Tech two cards
  • Collect 8 gold (9)
  • Main phase:
  • Hire a worker (8)
  • Summon Jaina (6)
  • Cast Flame Arrow (2), Targeting and killing Calamandra, leveling Jaina

to lv. 3

  • Level Jaina once to Lv. 4 (1)
  • End of turn:
  • Discard 2, reshuffle, Draw 4

Patrol:

:psblueshield: Leader: Jaina, Lv. 4 (3/3)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

Board:

  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: Tech 1 (5)
  • Jail (3)
  • Characters:

Economy:

  • Workers: 9
  • Gold: 1
  • Hand: 4
  • Deck:
  • Discard: 0

[details=New hand]
Plague Spitter, Brave Knight, Plague Spitter, Flame Arrow [/details]

Discard

Empty [/details]

[details=Secret Thoughts] It’s well past time for Calamandra to die. Now I’m horrified of sharks. I’ve never been afraid of sharks in real life before. Nothing I can really do though. Teched for the Spitters because I just want more 3/3s and I hope the runes are good? I’m still screaming a lot. He has a whole tech 2 building! I’m screwed, I’m so screwed

Updating the game after I’ve gone to bed so it’s taunting me all day at work? You should pick up Persephone. :wink:

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mysticjuicer Turn 5


[details=Tech 2 Cards]
Pirate Gunship
Pirate Gunship[/details]

[details=Starting Hand]
Bloodrage Ogre
Makeshift Rambaster
Surprise Attack
Feral Strike[/details]

[details=Worker]
Bloodrage Ogre[/details]

Turn:

  • Start of turn:
  • Collect 9 gold (9)
  • Main phase:
  • Hire a worker (8)
  • Summon Zane (6)
  • Cast Surprise Attack (1), gaining 2 3/1 ephemeral, hasted shark tokens
  • Both Sharks attack Jaina, killing her and themselves
  • Zane gains 2 levels, he is level 3
  • Buy 1 level for Zane (0), putting him at midband (lvl 4)
  • Zane attacks Jail, destroying it and the Overeager Cadet inside
  • End of turn:
  • Discard 2
  • Draw 4

Patrol:

:psblueshield: Leader:
:psfist:Elite:
:ps_:Scavenger:
:pschip:Technician:
:target:Lookout:

Board:

  • Heroes and Units
  • Zane lvl 4 (3/3)
  • Buildings
  • Base (20)
  • Tech 1 (5)
  • Tech 2 (5)

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 6

[details=New hand]
Ferocity
Scorch
Nautical Dog
Mad Man[/details]

[details=Discard]
Overeager Cadet
Makeshift Rambaster
Feral Strike
Surprise Attack
Pirate Gunship
Pirate Gunship[/details]

Secret thoughts

Feral Strike would have been so much more brutal… Ah well!

Scymrian: Turn 6

I don’t /think/ I take base damage for having Jail destroyed (you never said I did, I’m just not sure). Let me know if I do. My understanding is, you lose base health if you lose a tech building or an add-on, but not a building card.

[details=Turn Secrets]

  • Hand: Plague Spitter, Plague Spitter, Brave Knight, Flame Arrow
  • Worker: Flame Arrow
  • Tech: Abomination, Abomination[/details]

Turn:

  • Start of turn:
  • Tech two cards
  • Collect 9 gold (10)
  • Main phase:
  • Hire a worker (9)
  • Summon Two Plague Spitters (6, 3) and Orpal (1)
  • End of turn:
  • Discard 1, reshuffle, Draw 3

Patrol:

:psblueshield: Plague Spitter (3/3)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout: Plague Spitter (3/3)

Board:

  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: Tech 1 (5)
  • Characters:
  • Orpal Gloor lv. 1 (1/3)

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 3
  • Deck: 5
  • Discard: 4

[details=New hand]
Arrest, Firebat, Firebat [/details]

Discard

Abomination, Abomination, Brave Knight, Jail [/details]

[details=Secret Thoughts] Okay, I hope this’ll slow him down. I hope next turn I can get a turn “off” to finally build tech 2. Abominations should be good if I can ever resolve them, and I think that’s my best play to win (as opposed to, not lose). Workering Flame Arrow sucked a little, and I’m still not sure it was right, but I think I can do with only the one for now. “Advantage” to playing so behind on cards at the moment is that I know I won’t draw tech 2 cards next turn without a building!

No, you’re right. No base damage.

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mysticjuicer Turn 6


[details=Tech 1 Card]
Surprise Attack[/details]

[details=Starting Hand]
Ferocity
Scorch
Nautical Dog
Mad Man[/details]

No Worker

Turn:

  • Start of turn:
  • Collect 10 gold (10)
  • Main phase:
  • Pay for 2 Zane levels to Maxband him (8)
  • Use his maxband ability to move the Squadlead Plague Spitter to Elite and deal him 1 damage
  • Zane casts Scorch to deal 2 to the Elit Plague Spitter (5), killing it
  • Build Tech 3 (0)
  • Zane attacks and kills the Lookout Plague Spitter, killing it, and becoming a 1/1 as a result
  • End of turn:
  • Discard 3
  • Draw 4
  • Reshuffle
  • Draw 1

Patrol:

:psblueshield: Leader:
:psfist:Elite:
:ps_:Scavenger:
:pschip:Technician:
:target:Lookout:

Board:

  • Heroes and Units
  • Zane lvl 6 (1/1)
  • Buildings
  • Base (20)
  • Tech 1 (5)
  • Tech 2 (5) - Anarchy
  • Tech 3 (5)

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 10
  • Discard: 0

[details=New hand]
Overeager Cadet
Overeager Cadet
Charge
Stalking Tiger
Huntress[/details]

[details=Discard - EMPTY][/details]

Secret thoughts

Charge is a really good draw here.

Scymrian: Turn 7

[details=Turn Secrets]

  • Hand: Arrest, Firebat, Firebat
  • Worker: None
  • Tech: None[/details]

Turn:

  • Start of turn:
  • Collect 10 gold (11)
  • Main phase:
  • Summon Firebat (9)
  • Kill Zane with an attack from Orpal (2/2), gaining two levels (Lv. 3,

2/2)

  • Level Orpal 3 times (6 gold, Level 6, 2/5)
  • Build Tech 2: Disease (2)
  • End of turn:
  • Discard 2, Draw 4

Patrol:

:psblueshield:
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician: Firebat (3/3)
:target:

Board:

  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: Tech 1 (5)
  • :ps2gem: Tech 2: Disease (5)
  • Characters:
  • Orpal Gloor lv. 6 (2/5)

Economy:

  • Workers: 10
  • Gold: 2
  • Hand: 4
  • Deck: 1
  • Discard: 8

[details=New hand]
Brave Knight, Flame Arrow, Spectral Aven, Manufactured Truth [/details]

[details=Discard]
Abomination, Abomination, Brave Knight, Jail [/details]

[details=Secret Thoughts]I’m, obviously, still horrified. Drink if you saw that coming. I don’t think he has enough haste to ruin me here? I hope leveing Orpal to max gives enough HP to survive the turn, although I haven’t teched for any spells that I need him for yet… Didn’t worker because I thought drawing was more important at this point. Considered
workering and teching 1 or 2, but absolutely did not consider workering and teching 0. Hrm. Have access to Jaina>Flame Arrow next turn which is handy. We’ll see where it takes us. Brave Knight > Manufactured Truth also seems like a potentially fun line, although hopefully it won’t come to that.[/details]

mysticjuicer Turn 7


Tech 0 Cards

[details=Starting Hand]
Overeager Cadet
Overeager Cadet
Charge
Stalking Tiger
Huntress[/details]

No Worker

Turn:

  • Start of turn:

  • Collect 10 gold (10)

  • Main phase:

  • Summon Calamandra (8)

  • Summon Overeager Cadet (8)

  • Cast Charge on Overeager Cadet (5)

  • Overeager Cadet (3/2), attacks Technician Firebat - both die

  • Pay for 4 levels on Calamandra (1) - she is at Maxband

  • End of turn:

  • Discard 3

  • Draw 5

Patrol:

:psblueshield: Leader: Calamandra, lvl5/max (4/5 + 1 armor)
:psfist:Elite:
:ps_:Scavenger:
:pschip:Technician:
:target:Lookout:

Board:

  • Heroes and Units

  • Buildings

  • Base (20)

  • Tech 1 (5)

  • Tech 2 (5) - Anarchy

  • Tech 3 (5)

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 5
  • Deck: 5
  • Discard: 5

[details=New hand]
Surprise Attack
Nautical Dog
Mad Man
Makeshift Rambaster
Pirate Gunship[/details]

[details=Discard]
Overeager Cadet
Overeager Cadet
Charge
Stalking Tiger
Huntress[/details]

Secret thoughts

No Disease ULT one tiiiime~!

Scymrian: Turn 8

I draw a card from Technician Firebat.

[details=Turn Secrets]

  • Hand: Bluecoat Musketeer, Brave Knight, Flame Arrow, Spectral Aven,

Manufactured Truth

  • Worker: Bluecoat Musketeer
  • Tech: Plague Lord [/details]

Turn:

  • Start of turn:
  • Tech 1 card
  • Collect 10 gold (12)
  • Main phase:
  • Hire a worker (11)
  • Attack Calamandra (now a 1/3) with Orpal (2/1)
  • Summon Jaina (9)
  • Cast Flame Arrow (5) killing Calamandra. Jaina Lv. 3
  • Build Tech 3 (0)
  • End of turn:
  • Discard 3, Shuffle, Draw 5

Patrol:

:psblueshield: Jaina Stormborne, Lv. 3 (3/3/1)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target:

Board:

  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: Tech 1 (5)
  • :ps2gem: Tech 2: Disease (5)
  • :ps3gem: Tech 3 (5)
  • Characters:
  • Orpal Gloor, Lv. 6 (2/1)

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 5
  • Deck: 9
  • Discard: 0
New hand

Abomination, Brave Knight, Flame Arrow, Spectral Aven, Manufactured Truth

Discard

Secret Thoughts

I wish this last draw were better, but also, I didn’t worker last time, so, my fault. I’m not sure I like Jaina’s chances at survival, but if she doesn’t make it, I can’t flame arrow. I have access to Abomination, Unit, Manufactured Truth for two Abominations next turn, which might be awesome? We’ll see if we need to pull that cool trick. Kind of hope I wind up in a situation where that’s good just because it’d be sexy. But of course I also don’t want to work that hard :wink:

Gloor attacked. Do you want to change your patrols?

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Ah right, the exhaustion. Yeah, Jaina in Leader, Orpal in the back. Editing post. Rest of turn stands.

mysticjuicer Turn 8


Tech 0 Cards

[details=Starting Hand]
Surprise Attack
Nautical Dog
Mad Man
Makeshift Rambaster
Pirate Gunship[/details]

No Worker

Turn:

  • Start of turn:

  • Have 1 gold (1)

  • Collect 10 gold (11)

  • Main phase:

  • Summon Pirate Gunship (5)

  • Summon Zane (3)

  • Summon Makeshift Rambaster (1)

  • Summon Mad Man (0)

  • Gunship attacks Jaina, killing her - Zane gets 2 levels (lvl 3)

  • Mad Man attacks Orpal, both die - Zane get 2 levels (lvl 5) - I give a -1/-1 rune to each of Gunship and Rambaster

  • Makeshift Rambaster (2/1) and Zane (3/3) attack Tech III, destroying it, and dealing 2 to your base

  • End of turn:

  • Discard 2

  • Draw 4

Patrol:

:psblueshield: Leader:
:psfist:Elite:
:ps_:Scavenger:
:pschip:Technician:
:target:Lookout:

Board:

  • Heroes and Units

  • Pirate Gunship (6/5)

  • Zane, lvl5/mid (3/3)

  • Makeshift Rambaster (0/1)

  • Buildings

  • Base (20)

  • Tech 1 (5)

  • Tech 2 (5) - Anarchy

  • Tech 3 (5)

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 8

[details=New hand]
Surprise Attack
Pirate Gunship
Ferocity
Feral Strike[/details]

[details=Discard]
Overeager Cadet
Overeager Cadet
Charge
Stalking Tiger
Huntress
Mad Man
Surprise Attack
Nautical Dog[/details]

Secret thoughts

I’m pretty sure that’s gg.

Orpals Maxband means when mad man dies, you have to distribute 2 runes to 2 other units you control.

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Ah, interesting, that makes sense, given that they die simultaneously. Thanks for the catch!

Okay, I put a -1/-1 rune on Makeshift Rambaster and a -1/-1 rune on Pirate Gunship. Nothing else about the turn changes, since 0/1 Rambaster gets +2 attack when hitting a building, which is still enough to kill Tech III.