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LLL 2: Zejety ([Finesse]/Peace/Truth) vs. Kaelii ([Peace]/Finesse/Truth)


#1

@Kaelii gl hf!

P1T1

[details=Turn secrets]* Hand: Spark, Brick Thief, Helpful Turtle, Bloom, Older Brother

  • Worker: Brick Thief
  • Tech: -
  • Thoughts:
    [/details]

Turn:

  • Start of turn:
  • Collect 4 gold (4)
  • Main phase:
  • Worker (3)
  • Older Brother (1)
  • End of turn:
  • Discard 3, draw 5
  • Float 1

Patrol:

  • :psblueshield: Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Board:

  • Buildings:
  • :psgem: Base (20)

Economy:

  • Workers: 5
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3
New hand

Granfalloon Flagbearer, Timely Messenger, Wither, Tenderfoot, Fruit Ninja

Discard

Bloom, Helpful Turtle, Spark


#2

Sorta almost mirror match.

[details=Thoughts]I am not a big fan of Traffic Director+Jail here I think.
Which means we’re probably reputable news+oni.
Two is the fairly obvious choice, both bloom and wither are strong against heroes.
I do think I’d still like to get out a jail on 3/4 and hopefully slow down any virtuoso shenanigans.
Probably going to go bootcamp+OE and then into flagstone+garrison as a fairly standard P2 Peace engine build opener.[/details]

EDIT: Right the turn.

P2T1


StartingHand Workers

STARTING HAND
Jail
Lawful Search
Traffic Director
Arrest
Reputable Newsman


WORKERS
Lawful Search


NextHand

Bluecoat Musketeer
Building Inspector
Porkhand Magistrate
Manufactured Truth
Spectral Aven


Discard

Arrest
Jail
Traffic Director


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Reputable Newsman "“2"” - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Onimaru (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Reputable Newsman (0/3) on 2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

#3

P1T2

[details=Turn secrets]* Hand: Granfalloon Flagbearer, Timely Messenger, Wither, Tenderfoot, Fruit Ninja

  • Worker: Fruit Ninja
  • Tech: Nimble Fencer, Boot Camp
  • Thoughts: Boot Camp is for Spectral Aven and possibly more illusions. Should have maybe specced Cadet instead of Fencer… force of habit. We’ll see how it goes. Endgame will probably come down to Garrisons? Harmony + Boot Camp might have been fun to try but seems like a bad option against Discord.
    Gotta go card negative to protect Onimaru from Arrest + Manfucatured Truth. Could have played Quince instead but I don’t thnk I can get much value from him at the moment.
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 5 gold +1 float (6)
  • Main phase:
  • Worker (5)
  • Tech I Building (4)
  • Onimaru (2)
  • Tenderfoot (1)
  • Timely Messenger (0)
  • End of turn:
  • Discard 2, reshuffle, draw 4
  • Float 0

Patrol:

  • :psblueshield: Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

Board:

  • Characters:
  • L1 Onimaru (2/3)
  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: T1 (5)

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 0
New hand

Nimble Fencer, Helpful Turtle, Granfalloon Flagbearer, Spark

[details=Discard][/details]


#4

[details=Thoughts]Right blue has garbo units.
Well I guess we’re just dropping all my bodies and bringing in 2x OE.
Still thinking we’re hard on that Tech 2 peace plan?[/details]

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Building Inspector


WORKERS
Lawful Search
Bluecoat Musketeer


NextHand

Arrest
Overeager Cadet
Jail
Traffic Director


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Porkhand Magistrate - ($1)
Building Inspector - ($0)
Onimaru kills Older Brother

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Porkhand Magistrate (3/3)
  • :ps_: [I]Scavenger[/I]: Reputable Newsman (0/3) on 2
  • :pschip: [I]Technician[/I]: Building Inspector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

#5

P1T3

[details=Turn secrets]* Hand: Nimble Fencer, Helpful Turtle, Granfalloon Flagbearer, Spark

  • Worker: Helpful Turtle
  • Tech: 2x Overeager Cadet
  • Thoughts: Going further into negative cards but the trade seems somewhat worth while. At leats most of my invested cards are sticking around. Not sure if I should have summoned Quince instead of River though.
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 6 gold (6)
  • Main phase:
  • Worker (5)
  • Nimble Fencer (3)
  • Spark kills Building Inspector (2); you draw a card
  • My Onimaru trades with Porkhand Magistrate
  • River (0)
  • Nimble Fencer and Tenderfoots kill Reputable Newsman; you get 1 gold
  • Timely Messenger trades with Onimaru; River levels to 3/mid.
  • End of turn:
  • Discard 1, draw 3
  • Float 0

Patrol:

  • :psblueshield: Leader: L3 River (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Board:

  • Characters:
  • Nimble Fencer (2/3)
  • Tenderfoot (1/2)
  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: T1 (5)

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 3
  • Deck: 0
  • Discard: 6
New hand

Bloom, Wither, Boot Camp

Discard

Older Brother, Overeager Cadet, Overeager Cadet, Spark, Timely Messenger, Granfalloon Flagbearer


#6

P2T3


Tech StartingHand Workers

TECH
Drill Sergeant
Flagstone Garrison


STARTING HAND
Jail
Overeager Cadet
Arrest
Traffic Director
Manufactured Truth


WORKERS
Lawful Search
Bluecoat Musketeer
Manufactured Truth


NextHand

Spectral Aven
Arrest
Overeager Cadet
Drill Sergeant
Traffic Director


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Tech 2, Peace - ($3)
Overeager Cadet
Tower - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

#7

P1T4

[details=Turn secrets]* Hand: Bloom, Wither, Boot Camp

  • Worker: Bloom
  • Tech: 2x Flagstone Garrison
  • Thoughts: Looks like I am losing the race like I feared. Not sure if I am missing a great counterplay other than hoping for the better draw. Can’t risk teching Drill Sergeant this turn either. :confused:
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 7 gold (7)
  • Main phase:
  • Worker (6)
  • Peace Tech II Building (2)
  • Level River to 5/max (0)
  • River kills Overeager Cadet, taking 3 damage
  • Nimble Fencer deals 2 damage to your Tech II Building, taking 1 damage
  • End of turn:
  • Discard 2, reshuffle, draw 4
  • Float 0

Patrol:

  • :psblueshield: Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

Board:

  • Characters:
  • MAX River (3/1)
  • Nimble Fencer (2/2)
  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: T1 (5)
  • :ps2gem: T2 (5)
  • Spec: Peace

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0
New hand

Granfalloon Flagbearer, Spark, Flagstone Garrison, Overeager Cadet

[details=Discard][/details]


#8

P2T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Nimble Fencer


STARTING HAND
Spectral Aven
Overeager Cadet
Traffic Director
Drill Sergeant
Arrest


WORKERS
Lawful Search
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Building Inspector
Jail
Porkhand Magistrate
Reputable Newsman


Discard

Overeager Cadet
Traffic Director
Spectral Aven
Flagstone Garrison
Nimble Fencer


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Quince - ($5)
Onimaru - ($3)
Drill Sergeant - ($0)
Overeager Cadet. DS@1
Move rune to Overeager Cadet

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Onimaru (2/3)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drill Sergeant (3/3)
  • Quince level 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#9

P1T

[details=Turn secrets]* Hand: Granfalloon Flagbearer, Spark, Flagstone Garrison, Overeager Cadet

  • Worker: Bloom
  • Tech: Drill Sergeant, Discord
  • Extra draws:
  • Garrison: Overeager Cadet -> Boot Camp
  • Boot Camp -> Older Brother
  • Garrison: Older Brother -> Wither
  • Thoughts: Boot Camp on the mirror was a mistake. I could have Boot Camp’d the Cadet, Spark’d the Mirror, and traded with both Onimaru and Drill Sergeant. Killing Drill Sergeant seems like very high value. This mistake may very well cost me the game.
    And now that I am not attacking anything, I could have just exhausted River for the same effect. Of course I was hoping for more unit draws, but I’m not sure which draws would have made this plan superior… Hindsight is the best sight. :wink:
    I also messed up and thought he would not draw a card from this, which is of course bullshit.
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 8 gold (8)
  • Main phase:
  • Flagstone Garrison (5)
  • Overeager Cadet (5); I draw a card
  • Onimaru (3)
  • Boot Camp to poof your Mirror (2); we both a draw a card
  • Older Brother (1, cost reduced by River); I draw a card
  • Worker (0)
  • End of turn:
  • Discard 2, draw 3, reshuffle, draw 1
  • Float

Patrol:

  • :psblueshield: Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Older Brother (3/2)
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Nimble Fencer (2/2)
  • :target: Lookout:

Board:

  • Characters:
  • MAX River (3/1)
  • L1 Onimaru (2/3)
  • Buildings:
  • :psgem: Base (20)
  • :ps1gem: T1 (5)
  • :ps2gem: T2 (5)
  • Spec: Peace
  • Flagstone Garrison (4)

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 0
New hand

Flagstone Garrison, Overeager Cadet, Timely Messenger, Discord

[details=Discard][/details]


#10

[details=Thoughts]Tech 2x Bootcamp? I might draw ‘dead’ three times, but even then I can body up and maybe survive another turn to claw my way back in. I might also just win by breaking tech 2 and turbo-walling up.

FG1, kill with oni, trade OE. BI, draws 6/8 (OEx2, TD, NF, BCx2 – not FG//SA); 4/9 gold used. If we hit FG//SA we play our newsman, hope to not hit the remaining 1, then we can play SA if we hit the other one drawing into BC/BC/OE/OE/NF of which only NF or BC-BC ends our streak, and ONLY if we draw NF at the end do we not get to do great things.

Play priority NF > BC > Newsman > SA basically.

BC+NF or 2x BC means a tech 2 break with DS and trade Quince for River, and all three means we kill Onimaru AND river while maxbanding Quince and breaking tech 2 (BC tenderfoot, BC NF, NF > Onimaru levels to quince. Quince > river levels to quince. DS > Tech 2. Even if we run into SA+FG immediately following FG-BI-NF-BC-BC (8/9), we dump BI as a 2/2+A by dropping runes and DS is a 3/3. Worker piggy and pass probably. If we hit OE or TD in there we get another body and rune to work with.

Ended up with everything BUT the nimble fencer, which is fine.
Newsman on 1 to end my draw chain, meaning no bootcamp for him and trading quince for River leaves him with oni (3/3-5/5), 2/3 tenderfoot and 3/3 NF on tech 1 vs full/mostly full patrol zone. No bootcamps, no DS, no river spells, no second FG to get tech’d cards super cheap, no spark… Most efficient way to kill whatever I load up with runes is… Hallucination+Elite training, neither of which I think he tech’d.
He could still have NF+Starletx2 in theory for 2+3+oni ++ 2+3+3 which is a fairly large amount of attack, but I think a 5/6 OE is strong enough to break his back right now unless he already went for hallucination/elite training, and even then he’s probably going to have a tough time.
Chances are he’s got at least one DS in hand/to draw, and quite possibly two, and I wouldn’t put it past to have a second FG either. So fairly high chance he has 2+ Tech 2 cards in deck, and removal of the known bootcamp as a way to push through my oversized patrol as well as River’s discount/midband/possible appel stomp shouldn’t leave him much space.
Even flagbearer probably won’t help too much as I have a monster board to be trading in and can bring in my own starlets/fencers if I need more attacking bodies.[/details]

"P2T5


Tech StartingHand Workers

TECH
Bootcamp
Bootcamp


STARTING HAND
Building Inspector
Jail
Porkhand Magistrate
Reputable Newsman
Flagstone Garrison, Tech
Traffic Director, FG#1
Bootcamp, FG#2
Bootcamp, BC#1
Overeager Cadet, BC#2
Overeager Cadet, FG#3
Spectral Aven, FG#4
Flagstone Garrison, FG#5


WORKERS
Lawful Search
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Flagstone Garrison
Nimble Fencer
Spectral Aven
Porkhand Magistrate
Bootcamp


Tech 2 card(s)
Get Paid - ($9)
Flagstone Garrison - ($6)
Onimaru kills your Overeager Cadet
Overeager Cadet trades with your Older Brother
Building Inspector, Reshuffle 8, draw 1, DS @1 - ($5)
Traffic Director, draw 1, DS @2 - ($4)
Bootcamp your Tenderfoot, I draw 1 - ($3)
Bootcamp your Nimble Fencer, I draw 1 - ($2)
Overeager Cadet #1, I draw 1, DS @3
Overeager Cadet #2, I draw 1, DS @4
DS breaks your tech 2, your base to 18.
Quince trades with River, Onimaru’s gain levels
Reputable Newsman, declares 1. I draw, DS@5 - ($0)
+3/+3 from DS to OE #1
+1/+1 from DS to Building Inspector
+1/+1 from DS to OE #2

Float ($0)
Discard 4, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet #1 (5/5+A) @3
  • :psfist: [I]Elite[/I]: Overeager Cadet #2 (4/3) @1
  • :ps_: [I]Scavenger[/I]: Building Inspector (2/2) @1 Your first building costs 1 more to build
  • :pschip: [I]Technician[/I]: Traffic Director (1/1) Untargetable, unstoppable attacking buildings
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Drill Sergeant (3/3)
  • Onimaru level 3 (2/1)
  • Reputable Newsman (0/3) Spells and upgrades costing “1”
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#11

NOTE: This turn was illegal and I will write a new one a couple posts below. Leaving this one in for posterity.

P1T6

[details=Turn secrets]* Hand: Flagstone Garrison, Overeager Cadet, Timely Messenger, Discord

  • Extra draws:
  • Garrison: Overeager Cadet -> Spark
  • Garrison: Timely Messenger -> Granfalloon Flagbearer
  • Garrison: Granfalloon Flagbearer -> Boot Camp
  • Boot Camp -> Drill Sergeant
  • Worker: Spark
  • Tech: Starcrossed Starlet, The Art of War
  • Thoughts: My Garrison survived; I still have a chance! Not sure what to tech, going with gut feeling. Art of War might help to break the stalemate and Starlett is cheap and can be used for Finesse T2 shenanigans if I can afford a tech lab. PAnother Fencer would have probably been better. Killing Oni over Garrison, tech 2 and DS because killing only one of those things doesn’t do much good. My flagbearer also counters DC to some degree.

If Traffic Director was targetable, this turn would have been amazing. :frowning:
[/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 9 gold (9)
  • Main phase:
  • Rebuild Tech II Building (9)
  • Overeager Cadet (9); draw a card
  • Timely Messenger (8); draw a card
  • Granfalloon Flagbearer (5); draw a card
  • Boot Camp on your SQL Cadet (4) (draw a card)
  • Nimble Fencer trades with your Elite Overeager Cadet
  • Tenderfoot trades with Building Inspector; you get 1 gold
  • Timely Messenger trades with Traffic Director; your draw a card
  • Level Onimaru to 6/mid (1)
  • My Onimaru kills your Onimaru and max-bands
  • Worker (0)
  • End of turn:
  • Discard 3, reshuffle, draw 5
  • Float 0

Patrol:

  • :psblueshield: Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Soldier #1 (2/1)
  • :ps_: Scavenger: Soldier #2 (1/1)
  • :pschip: Technician: Soldier #3 (1/1)
  • :target: Lookout:

Board:

  • Characters:
  • MAX Onimaru (4/5)
  • Granfalloon Flagbearer (2/2 | you must :target: him)
  • Buildings:
  • :psgem: Base (18)
  • :ps1gem: T1 (5)
  • :ps1gem: T2 (5)
  • Spec: Peace
  • Flagstone Garrison (4)

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 6
  • Discard: 0
New hand

Tenderfoot, Art of War, Flagstone Garrison, Drill Sergeant, Boot Camp

[details=Discard][/details]

Remember that my Flagbearer affects your Drill Sergeant!


#12

Reputable Newsman prevents spells costing 1 though?


#13

Oh crap, sorry. There is so much stuff to pay attention to this turn. I also have to repair the tech building after destroying Building Inspector.
I’ll redo my turn later; currently at work.


#14

That’s fine, it took me a while to figure out my turn too.


#15

Already wrote a double-wrong turn before that where I sparked building inspector >_>


#16

@EricF Considering there are a lot of draws involved here, where should I restart the turn? Knowing that I will not be able to boot camp his SQL, I would have teched something else. Can I redo the whole thing or do I have to live with my mistake?


#17

If you can, roll back to the very start of your turn (before techs) and reshuffle your deck (so you won’t know what your draws will be).

Kaelli should feel free to use any knowledge gained from your illegal turn to make future plans.


#18

I awoke from a hopeful dream to this grim reality.
I would not be surprised if this will be my last turn.

P1T6

[details=Turn secrets]* Hand: Flagstone Garrison, Overeager Cadet, Timely Messenger, Discord

  • Extra draws:
  • Garrison: Overeager Cadet -> Granfalloon Flagbearer
  • Timely Messenger -> Boot Camp
  • Worker: Boot Camp
  • Tech: Nimble Fencer, Discord
  • Thoughts: Last turn’s mistake is costing me dearly.
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 9 gold (9)
  • Main phase:
  • Level Onimaru to 8/max (4)
  • Overeager Cadet (4); draw a card
  • Timely Messenger (3); draw a card
  • Onimaru and Timely Messenger trade with the SQL Overeager Cadet; Your Onimaru mid-bands at 5
  • Nimble Fencer kills Traffic Director, taking 2 damage; you draw a card
  • Tenderfoot trades with Building Inspector; you get 1 gold
  • Quince (1)
  • Worker (0)
  • End of turn:
  • Discard 3, draw 2, reshuffle, draw 3
  • Float 0

Patrol:

  • :psblueshield: Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Soldier (2/1)
  • :ps_: Scavenger: Mirror (0/1 | illusion)
  • :pschip: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1 | resist 1)

Board:

  • Characters:
  • L1 Quince (1/3)
  • Nimble Fencer +1 (3/1)
  • Buildings:
  • :psgem: Base (18)
  • :ps1gem: T1 (5)
  • :ps2gem: T2 (5)
  • Spec: Peace
  • Flagstone Garrison (4)

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 6
  • Discard: 0
New hand

Spark, Drill Sergeant, Flagstone Garrison, Timely Messenger, Older Brother

[details=Discard][/details]


#19

P2T6


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Nimble Fencer
Porkhand Magistrate
Spectral Aven
Bootcamp
Flagstone Garrison
Jail
Bootcamp
Discord
Discord


WORKERS
Lawful Search
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Overeager Cadet
Traffic Director
Discord
Bootcamp
Building Inspector


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Nimble Fencer, DS@1, Draw 1 - ($8)
River - ($6)
Bootcamp River, I draw 1 - ($5)
Bootcamp River, I reshuffle, draw 1 (then it goes to discard. - ($4)
Discord, your soldiers, mirror and Nimble Fencer die. Draw 1 and gain a gold. - ($2)
Spectral Aven, DS@2, I draw 1 - ($0)
Nimble Fencer kills your OE cadet, taking no damage.
DS breaks tech 2. Your base to 16
OE #2 kills Quince. River gains 2 levels to midband.
Onimaru deals 4 damage to tech 1.
Move +1/+1 from DS to Reputable Newsman, who breaks your tech 1. Your base to 14.

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Onimaru level 5 (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Spectral Aven (2/2) Flying Illusion
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Drill Sergeant (4/4) @1
  • Reputable Newsman (1/4) @1 Spells and upgrades costing 1
  • Overeager Cadet #2 (3/2) @1
  • Nimble Fencer (2/3)
  • River level 1 (4/6) @2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#20

GG, I concede!
I’ve made one big misplay in turn 5 but I doubt it has changed the outcome in the long run.

@EricF