Good luck, @Eijolend!
"P1T1
StartingHand Workers
STARTING HAND
Deteriorate
Poisonblade Rogue
Jandra, the Negator
Skeleton Javelineer
Skeletal Archery
WORKERS
Poisonblade Rogue
NextHand
Thieving Imp
Summon Skeletons
Pestering Haunt
Graveyard
Sacrifice the Weak
Discard
Jandra, the Negator
Skeletal Archery
Deteriorate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Vandy Lv. 1 (2/3+1A Sparkshot)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Skeleton Javelineer (1/1 javelin rune)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 5
"
Hi, have we played before? Your name seems familiar!
Gl & hf!
P2T1
StartingHand Workers
STARTING HAND
Rampant Growth
Spore Shambler
Merfolk Prospector
Playful Panda
Forest’s Favor
WORKERS
Spore Shambler
NextHand
Ironbark Treant
Young Treant
Verdant Tree
Rich Earth
Tiger Cub
Discard
Merfolk Prospector
Rampant Growth
Forest’s Favor
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg - ($2)
Playful Panda - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Wisp A (0/1+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Wisp B (0/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Argagarg Lvl.1 (1/3)
- Playful Panda (2/2)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 6
Thoughts
I see only two openings here that do not evaporate immideately to midbanding Vandy.
a) Calamandra + Forest’s Favor
b) Arg + Playful Panda
While I like a) better in theory, in case he foregoes Tech I and simply kills Calamandra he has a board and I have nothing, which is a problem if the followup is Heroes’ Hall and Metamorphosis.
With b) he can either Deteriorate & StW + midband Vandy to kill Argagarg, but at least that leaves me with a 2/2 and the Scavenger gold. Or, if he doesn’t want to skip Tech I he can kill both the wisps and StW the Panda, which should be a good trade for me since I get the Scavenger bonus.
Yeah, we did a while back.
"P1T2
Tech StartingHand Workers
TECH
Bone Collector
Dark Pact
STARTING HAND
Thieving Imp
Graveyard
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Summon Skeletons
NextHand
Skeletal Archery
Sacrifice the Weak
Graveyard
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Thieving Imp (forces discard of #2) - ($0)
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Thieving Imp (2/2+1A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skeleton Javelineer (1/1 javelin rune)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Vandy Lv. 1 (2/3 Sparkshot)
- Pestering Haunt (1/1 unstoppable)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 6
"
P2T2
Tech StartingHand Workers
TECH
Centaur
Dinosize
STARTING HAND
Verdant Tree
Ironbark Treant
Young Treant (Discarded from Thieving Imp)
Tiger Cub
Rich Earth
WORKERS
Spore Shambler
Rich Earth
NextHand
Young Treant
Verdant Tree
Dinosize
Forest’s Favor
Merfolk Prospector
Tech 2 card(s)
Discard card #2
Get Paid - ($6)
Worker - ($5)
Argagarg 1->5 - ($1)
Use Argagarg’s midband ability on Playful Panda.
Playful Panda kills Thieving Imp taking 2(-1armor) damage.
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Wisp A (0/1+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Wisp B (0/1)
-
[I]Technician[/I]: Water Elemental (3/3) [Anti-Air]
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Argagarg Lvl.5 (1/5)
- Playful Panda (2/1) x
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
Maxing Arg instead of playing a card to get back up to 5 cards next turn without much trouble. The trade is also in my favor even if he uses the Haunt next turn to kill the Panda.
Not sure why he didn’t kill the Squad Leader Wisp last turn.
@IsotopeX gentle reminder that it is your turn.
Sorry, been travelling.
P1T3
Tech StartingHand Workers
TECH
Bone Collector
Plague Spitter
STARTING HAND
Skeletal Archery
Graveyard
Jandra, the Negator
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
NextHand
Sacrifice the Weak
Deteriorate
Bone Collector
Dark Pact
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Pestering Haunt hits Wisp A for 1 damage
Skeleton Javelineer finishes off Wisp A
Jandra The Negator - ($2)
Float ($2)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Jandra the Negator (3/3+1A Overpower)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Vandy Lv. 1 (2/3 Sparkshot)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Pestering Haunt (1/1 unstoppable) exhausted
- Skeleton Javelineer (1/1 javelin rune) exhausted
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 2
- Workers: 7
"
No problem! Hope you had a nice time.
P2T3
Tech StartingHand Workers
TECH
Stalking Tiger
Stalking Tiger
STARTING HAND
Verdant Tree
Forest’s Favor
Merfolk Prospector
Young Treant
Dinosize
Centaur
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
NextHand
Rampant Growth
Dinosize
Ironbark Treant
Merfolk Prospector
Tiger Cub
Tech 2 card(s)
Get Paid - ($7)
Young Treant, I draw a card. - ($5)
Worker - ($4)
Argagarg casts Forest’s Favor on Water Elemental. - ($2)
Water Elemental kills Jandra taking 3 damage in return. Your Skeleton Javelineer and Pestering Haunt also die.
Use Argagarg’s midband ability on Playful Panda.
Playful Panda trades with Vandy, you get 1 gold.
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Wisp (0/1)
-
[I]Technician[/I]: Young Treant (0/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Argagarg Lvl.5 (1/5)
- Water Elemental (4/1) [Anti-Air] + xxx
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 2
- Workers: 8
Thoughts
Not sure why the Haunt killed the Wisp instead of the Playful Panda, this allows my to have amazing value trades this turn! Drawing the Centaur from Young Treant is suboptimal - he would fit very well into my next turn.
Trying to go for a quick Tech II so I’m teching in the Tigers already. Not sure if Feral is the right choice here. Growth and MoLaC seems good as well since I have the board advantage, but I want to explore other avenues in this game.
"P1T4
Tech StartingHand Workers
TECH
Shadow Blade
Hooded Executioner
STARTING HAND
Dark Pact
Deteriorate
Bone Collector
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
NextHand
Thieving Imp (2/2+1A)
Bone Collector
Graveyard
Discard
Jandra the Negator (3/3+1A Overpower)
Skeleton Javelineer (1/1 javelin rune) exhausted
Pestering Haunt (1/1 unstoppable) exhausted
Deteriorate
Dark Pact
Shadow Blade
Hooded Executioner
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Garth - ($6)
Garth casts Deteriorate on Water Elemental
Bone Collector - ($4)
Garth makes a Skeleton - ($3)
Float ($3)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Skeleton (1/1+1A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Bone Collector (3/3 makes skellies)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Garth Lv. 1 (1/3)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 7
[B]Gold:[/B]
- Gold: 3
- Workers: 8
"
Sorry for the delay, I had a busy weekend.
P2T4
Tech StartingHand Workers
TECH
Ferocity
Stampede
STARTING HAND
Rampant Growth
Tiger Cub
Ironbark Treant
Merfolk Prospector
Dinosize
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
NextHand
Forest’s Favor
Playful Panda
Stalking Tiger
Centaur
Discard
Dinosize
Rampant Growth
Ferocity
Stampede
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Ironbark Treant - ($7)
Tiger Cub - ($5)
Tech II (Feral) - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2+AAA)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Young Treant (0/2)
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Argagarg Lvl.5 (1/5)
- Tiger Cub (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 4
[B]Gold:[/B]
- Gold: 1
- Workers: 9
Thoughts
That Deteriorate was extremely timely. I’m ahead on Tech now, let’s see if that is enough!
"P1T5
Tech StartingHand Workers
TECH
Nether Drain
Skeletal Lord
STARTING HAND
Graveyard
Thieving Imp (2/2+1A)
Bone Collector
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
NextHand
Plague Spitter
Deteriorate
Skeleton Javelineer (1/1 javelin rune) exhausted
Pestering Haunt (1/1 unstoppable) exhausted
Tech 2 card(s)
Get Paid + float - ($11)
Bone Collector attacks Ironbark Treant, takes 1 damage, knocks off 3 armor
Bone Collector makes a Skeleton
Tech II (Necro) - ($7)
Bone Collector - ($5)
Tower - ($2)
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Skeleton (1/1+1A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skeleton (1/1)
-
[I]Technician[/I]: Bone Collector (3/3 makes skellies)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Garth Lv. 1 (1/3)
- Bone Collector (3/2 makes skellies) exhausted
- Tower
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 2
- Workers: 8
"
P2T5
Tech StartingHand Workers
TECH
Barkcoat Bear
Feral Strike
STARTING HAND
Centaur
Playful Panda
Forest’s Favor
Stalking Tiger
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Playful Panda
NextHand
Rampant Growth
Stampede
Stalking Tiger
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Use Argagarg’s midband on Tiger Cub
Tiger Cub kills Squad Leader Skeleton taking 1+1 damage (-1 armor).
Ironbark Treant trades with Technician Bone Collector. You draw a card.
Calamandra - ($7)
Stalking Tiger - ($4)
Centaur - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Stalking Tiger (4/4+A) [Invisible]
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Young Treant (0/2)
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Argagarg Lvl.5 (1/5)
- Calamandra Lvl.1 (2/3)
- Centaur (3/4)
- Tiger Cub (2/1) x
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 10
Thoughts
Ok, here I have the problem that letting Garth live will give him to possibility to use his maxband effectively. Looking at my board, however, generating 4 attacks with a total of 9 damage seems impossible. Necro Tech II doesn’t seem so threatening unless I let the Skeletons get out of control, so maybe just putting loads of stuff on the board with the intention to Stampede/Dinosize something next turn is enough to hold on? He can’t do THAT much damage to me next turn, can he?
"P1T6
Tech StartingHand Workers
TECH
Corpse Catapult
Wight
STARTING HAND
Plague Spitter
Skeleton Javelineer (1/1 javelin rune) exhausted
Pestering Haunt (1/1 unstoppable) exhausted
Deteriorate
Thieving Imp (2/2+1A)
Hooded Executioner
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Pestering Haunt (1/1 unstoppable) exhausted
NextHand
Dark Pact
Jandra the Negator (3/3+1A Overpower)
Skeletal Lord
Graveyard
Discard
Bone Collector (3/3 makes skellies)
Corpse Catapult
Wight
Bone Collector (3/2 makes skellies) exhausted
Deteriorate
Hooded Executioner
Tech 2 card(s)
Get Paid + float+Technician draw - ($10)
Worker - ($9)
Garth makes a Skeleton, sacrifices it to draw a card - ($8)
Thieving Imp, forces discard of card #1 - ($5)
Plague Spitter - ($2)
Bone Collector attacks Stalking Tiger, does 2 damage after armor, dies, makes a Skeleton
Skeleton Javelineer - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Skeleton (1/1+1A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skeleton(1/1)
-
[I]Technician[/I]: Thieving Imp (2/2)
-
[I]Lookout[/I]: Plague Spitter (3/3 antiair dirty damage)
[B]In Play:[/B]
- Garth Lv. 1 (1/3)
- Tower
- Skeleton Javelineer (1/1 javelin rune)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 6
[B]Gold:[/B]
- Gold: 1
- Workers: 9
"
dirty damage… I like it
P2T6
StartingHand Workers
STARTING HAND
Stalking Tiger
Stampede
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Playful Panda
NextHand
Feral Strike
Barkcoat Bear
Discard
Rampant Growth
Stampede
Tech 0 card(s)
Discard card #1
Get Paid + float - ($11)
Calamandra kills Squad Leader Skeleton taking 1+1 damage.
Use Argagarg’s Midband on Centaur.
Centaur kills Scavenger Skeleton and overpower kills Plague Spitter taking 1+1 (-1 armor) damage. You get 1 gold.
Argagarg casts Stampede! - ($5)
Stalking Tiger kills Thieving Imp taking no damage after armor, you draw a card. 5 Stampeding Damage to your base (down to 15)
Wisp kills Garth taking no damage after armor. Calamandra 1->3, heals.
Tiger Cub destroys your Tech II building taking no damage after armor. Your base takes 2 damage. (down to 13)
Stalking Tiger - ($2)
Float ($2)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Stalking Tiger B (4/4+A) [Invisible]
- Elite:
- Scavenger:
- Technician: Young Treant (0/2)
- Lookout:
In Play:
- Argagarg Lvl.5 (1/5)
- Calamandra Lvl.3 (3/4)
- Centaur (3/3) x
- Tiger Cub (2/1) x
- Stalking Tiger A (4/2) [Invisible] xx
- Wisp (0/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 2
- Deck: 4
- Disc: 2
Gold:
- Gold: 2
- Workers: 10
Thoughts
Stampede!!!
Centaur has to attack before Stampede for Overpower to work so I can kill both Garth and the Tech II this turn.
Gg! Are you interested in a rematch?
Sure, but I’m going to switch to White if that’s OK.
Sure, should I go first this time or should we roll again?
Ah before we write another 10 posts concerning the method how to start the next game, I’ll just post my turn and hope you’re okay with it.
P1T1
StartingHand Workers
STARTING HAND
Spore Shambler
Young Treant
Rich Earth
Playful Panda
Merfolk Prospector
WORKERS
Spore Shambler
NextHand
Verdant Tree
Ironbark Treant
Forest’s Favor
Rampant Growth
Tiger Cub
Discard
Playful Panda
Young Treant
Merfolk Prospector
Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Rich Earth
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 1
- Workers: 5
Thoughts
For once I have Rich Earth in my starting hand.
1 Like
No worries. I’ll post my first turn in an hour or two.