Just realised I’ve had a card missing for a few turns, lemme hunt it down.
EDIT: OK, found it! I’d put the workered card in the discard instead of the one that disappeared, hasn’t been in my hand since so it won’t have changed anything.
GG!!
i was sweating there for a while when i realized i was falling into the same trap as before. fortunately, i got the draw this turn.
note your base was at 11 at end of my last turn.
[b]P1T9[/b]StartingHand Workers
STARTING HAND
Makeshift Rambaster
Shoddy Glider
Bloodrage Ogre
Pirate-Gang Commander
Land Octopus
WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer
Mad Man (1/1)
Gunpoint Taxman
NextHand
Crashbarrow
Shoddy Glider
Land Octopus
Discard
Shoddy Glider
Bombaster (2/2)
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($10)
Pirate Gang Commander (PGC), gains haste, brings pirate crew - ($4)
…My units gain, “Dies: Does 1 Damage to each opponents’ base.”
…Allows me to play tech 1 and tech 2 blood units for free
Land Octopus for free
Shoddy Glider for free
Makeshift Rambaster - ($2)
PGC kills water elemental, your base takes 1, down to 10
Shoddy Glider trades with fairy dragon, your base takes 3, down to 7
bombaster frenzy trades with huntress, your base takes 3, down to 4
bugbladder frenzy kills Arg, levels fizzle
Rambaster, Zane, Drak hits your base for 11 just to be safe. GG! WP!!
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Land Octopus (8/7+A)
- Elite:
- Scavenger: Pirate Token (2/2)
- Technician: Pirate Token (2/2)
- Lookout: Pirate Token (2/2)
In Play:
- Drak, lvl 6, (3/2)
- Zane, lvl 6, (4/1)
- PGC (6/3)
- Captured Bugblatter (4/2)
- Makeshift Rambaster
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 3
Gold:
- Gold: 2
- Workers: 10
Yep, that’ll do it, well played! I suppose I just need to kill the Bugblatters as soon as they appear, rather than relying on good Moment’s Peace draws.