Quick list of the maps:
FURY ROAD: Players can only have one patroller at a time.
FLAGSTONE MINES: Players can hire any number of workers per turn.
BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.
HARD TIMES MILL: Workers cost an extra [1 gold] to hire.
NO RUSH 15 MINUTES: Prevent all damage until after each player has taken 4 turns.
DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.
PINNACLE: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
VORTOSS RUINS: Players can’t build the heroes’ hall or tech lab add-ons, but automatically get their effects.
BLOODBOWL: All units have +1 ATK and haste.
LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
We will start with FURY ROAD.
@FrozenStorm Shall be taking on the role of Black, and we shall see if the map cards have a significant effect on the matchup.
I suspect FURY ROAD will not be kind to Blue, but we shall see.
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Onimaru - ($1)
Traffic Director - ($0)
Discard 3, draw 5
[I]Scavenger[/I]: Traffic Director 1/1
- Onimaru 2/3, lvl 1
Base HP: 20
- Hand: 5
- Deck: 0
- Disc: 3
- Gold: 0
- Workers: 5