[MMM1] Warm-Up: Green (petE) vs Blue (zhavier)

We’re going to need a Rune Accountant for this series. Hope I’ve done the numbers right.

(First try at this turn withdrawn, I’d played a second hero forgetting Tech2 down prevented this)

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Centaur
Forest’s Favor
Stampede
Moment’s Peace


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
Feral Strike


[/spoiler][/details]

[details=NextHand][spoiler]
Rampant Growth
Tiny Basilisk
Murkwood Allies
MoLaC


[/spoiler][/details]

[details=Discard][spoiler]
Moment’s Peace
Water Elemental
Merfolk Prospector
Stampede
Forest’s Favor


[/spoiler][/details]
Tech 0 card(s)
Get Paid + scav - ($11)
Centaur, 5th/4th rune on BA#1/BA#2 - ($8)
Midori kills Traffic Director
Rune from BA#1 pops Flagbearer - ($7)
BA#1 kills Quince (now 6/3 with 4 runes, 5dmg), Midori to lvl 3
BA#2 kills scav Sergeant (now 6/4 with 4 runes, 4dmg)
2 runes from BA#1 to Prospector, it trades with tech Sergeant
3 runes from BA#2 to Water Elemental, it kills Newsman (releasing the number 2)
Moment’s Peace - ($5)
Tech2 rebuilds - ($4)
Heroes’ Hall - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Blooming Ancient #1 (4/1) [2 runes, 5dmg]
  • Blooming Ancient #2 (3/1) [1 runes, 4dmg]
  • Water Elemental (6/1) [3 runes, 5dmg]
  • Midori lvl 3 (2/1)
  • Centaur (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Thoughts][spoiler]


He skipped 2 workers now, so things are looking a bit more positive for the long game. And I finally get to kill Newsman in time to call a Moment’s Peace. Making a Heroes’ Hall for activity under Injunction.

MoLaC and Murkwood Allies in the next hand, both great cards for me, though they could be blocked by Injunction or a recycled Newsman.


[/spoiler][/details]

Note your base is at 18

"P2T7


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Flagbearer


STARTING HAND
Brave Knight
Injunction
Lawful Search
Spectral Aven
Manufactured Truth
Tax Collector
Spectral Flagbearer
Traffic Director
Drill Sergeant
Drill Sergeant
Spectral Flagbearer
Spectral Hound
Reputable Newsman


WORKERS
Bluecoat Musketeer
Jail
Arrest
Porkhand Magistrate
Brave Knight


NextHand

Manufactured Truth
Spectral Aven
Drill Sergeant
Reputable Newsman
Injunction


Tech 2 card(s)
Get Paid + scav - ($10)
Bigby - ($8)
Tax Collector, steal a float, reshuffle, draw 2 - ($7)
Traffic Director, draw 2 - ($6)
Spectral Flagbearer, draw 2 - ($5)
Spectral Flagbearer, draw last 1 - ($4)
Injunction, tech 2 and BAs are disabled, doesn’t cost 1 to re enable - ($1)
Worker - ($0)

Float ($0)
Discard 7, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet 2/1
  • :psfist: [I]Elite[/I]: Building Inspector 2/1
  • :ps_: [I]Scavenger[/I]: Overeager Cadet 2/1
  • :pschip: [I]Technician[/I]: Traffic Director 1/1
  • :target: [I]Lookout[/I]: Spectral Flagbearer 2/2
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Flagstone Garrison :heart: 4
  • Spectral Flagbearer 2/2
  • Tax Collector 2/3
  • Bigby 2/3, lvl 1
    [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: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

3 attackers, one with overpower, and one that can fly. heroes hall is a pain, but it probably means he is banking on hero spells. Allies for the BA runes, 6g, max Midori 5g, break a Garrison maybe? even if I were to block Allies he could max arg instead, assuming I draw Newsman early enough. I didn’t.

Forests favor could be a downer. Tech lab for macciatus might need to happen soon.

"

Can I check – do the Ancients continue to gain runes on unit/hero arrival under Injunction?

P1 Turn8


[details=Tech StartingHand Workers][spoiler]
TECH
Behind the Ferns


STARTING HAND
Rampant Growth
Murkwood Allies
Tiny Basilisk
MoLaC


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
Feral Strike


[/spoiler][/details]

[details=NextHand][spoiler]
Nature Reclaims
Young Treant
Playful Panda
Moment’s Peace


[/spoiler][/details]
Tech 1 card(s)
Get Paid + float - ($11)
Calamandra, +1 rune on each Ancient - ($9)
Murkwood Allies, +4 runes on each Ancient - ($4)
Tiny Basilisk, +1 rune on each Ancient - ($2)
Midori to mid, kills SQL - ($0)
Centaur kills Traffic Director, overpower kills lookout Flagbearer

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Frog (2/2 + 1)
  • :psfist: [I]Elite[/I]: Frog (3/2)
  • :ps_: [I]Scavenger[/I]: Frog (2/2)
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2, deathtouch)
  • :target: [I]Lookout[/I]: Frog (2/2)
    [B]In Play:[/B]
  • Blooming Ancient #1 (10/7) [8 runes, 5dmg]
  • Blooming Ancient #2 (9/7) [7 runes, 4dmg]
  • Centaur (3/2)
  • Water Elemental (6/1) [3 runes, 5dmg]
  • Midori lvl 5 (3/1)
  • Calamandra lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


One gold short of being able to play Cal + Frogs + max Midori, kill both Flagbearers and shift runes.

[/spoiler][/details]

no reason for them not to, that I can think of.

Actually where did that wisp come from?

Oops, edited

Reset!

P2T8


Tech StartingHand Workers

TECH
Judgment Day


STARTING HAND
Injunction
Drill Sergeant
Manufactured Truth
Reputable Newsman
Spectral Aven
Lawful Search
Drill Sergeant
Spectral Hound
Overeager Cadet
Overeager Cadet
Manufactured Truth
Spectral Flagbearer
Traffic Director
Judgment Day


WORKERS
Bluecoat Musketeer
Jail
Arrest
Porkhand Magistrate
Brave Knight
Lawful Search


NextHand

Traffic Director
Drill Sergeant
Drill Sergeant
Spectral Hound
Tax Collector


Tech 1 card(s)
Get Paid - ($10)
Spectral Aven, draw 2 - ($8)
Manufactured Truth Building Inspector becomes Aven, kills Midori and survives, Bigby to lvl 3 - ($7)
Cadet trades with SQL frog
Spectral Hound, reshuffle, draw 2 - ($6)
Overeager Cadet, draw 2
Overeager Cadet, draw last 2
Manufactured Truth, Tax Collector becomes Tiny Basilisk - ($5)
Bigby taps to move Tiny Basilisk out of the patrol
My Taxing basilisk walks past the tech 0 patrol and trades with Calamandra, Bigby to Max
Judgment Day, all our units die, bigby stands alone, you get scav but not technician - ($1)
Worker - ($0)

Float ($0)
Stash 1, Discard 5, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Flagstone Garrison :heart: 4
  • Bigby 3/4, lvl 5
    [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: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

I can reasonably expect to be able to draw into judgment day and manufactured truth for a second time. Because of that, I should just skip playing Drill Sergeants for now, MT should be able to kill both heroes.

P1 Turn9


[details=StartingHand Workers][spoiler]
STARTING HAND
Young Treant
Nature Reclaims
Playful Panda
Moment’s Peace
Behind the Ferns


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
Feral Strike


[/spoiler][/details]

[details=NextHand][spoiler]
MoLaC
Murkwood Allies
Rampant Growth
Forest’s Favor
Merfolk Prospector


[/spoiler][/details]

[details=Discard][spoiler]
Centaur
Tiny Basilisk
Blooming Ancient
Blooming Ancient
Behind the Ferns
Moment’s Peace
Nature Reclaims


[/spoiler][/details]
Tech 0 card(s)
Get Paid + scav - ($11)
Young Treat, draw - ($9)
Argagarg + Wisp - ($7)
Playful Panda+ Wisp - ($5)
Tech3 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
  • Argagarg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Sure I’ll have no chance of paying a Tech3, but it’s a distraction at least

[/spoiler][/details]

P2T9


Tech StartingHand Workers

TECH
Macciatus, the Whisperer


STARTING HANDDrill Sergeant
Tax Collector
Traffic Director
Drill Sergeant
Spectral Hound
Spectral Aven
Manufactured Truth
Judgment Day
Injunction
Reputable Newsman
Spectral Flagbearer
Overeager Cadet
Spectral Flagbearer
Overeager Cadet
Building Inspector
Macciatus, the Whisperer


WORKERS
Bluecoat Musketeer
Jail
Arrest
Porkhand Magistrate
Brave Knight
Lawful Search


NextHand

Manufactured Truth
Macciatus, the Whisperer
Building Inspector
Judgment Day
Spectral Hound


Tech 1 card(s)
Get Paid - ($11)
Drill Sergeant, draw 2 - ($8)
Drill Sergeant, draw 2, DS+1 - ($5)
Bigby kills Scav Wisp
Tax Collector, steal that 1g, draw 2 cards, DS+2 runes - ($4)
Traffic Director, draw 2, DS+2 - ($3)
Overeager Cadet, draw 2, DS+2
Overeager Cadet, reshuffle, draw that 1 tech card, DS+2
Reputable Newsman, naming 2, DS+2 - ($1)
Bye bye tower, hello Tech Lab Truth - ($0)
move a few runes

Float ($0)
Stash 1, Discard 8, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet 5/5+A, +3 Runes
  • :psfist: [I]Elite[/I]: Traffic Director 2/1
  • :ps_: [I]Scavenger[/I]: Overeager Cadet 2/2
  • :pschip: [I]Technician[/I]: Tax Collector 2/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Flagstone Garrison :heart: 4
  • Bigby 3/4, lvl 5
  • Drill Sergeant 6/6, +3 Runes
  • Drill Sergeant 6/6, +3 Runes
  • Reputable Newsman 2/5, Naming 2, +2 Runes
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Truth)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

I know where his BA’s are, and I am strongly guessing that he doesn’t have the tech 3 in there yet. He could have a molac, but with 3 attackers, and 1 that can’t deal damage without help, I feel pretty safe. if he does manage to pull out big growth guy, he still can’t kill my Sergeants with 3 attackers, and I am fairly confident I could overrun him with what I have.

Think I can safely concede here. GG, well played, you used the Blue control tricks really well on top of the strong engine. Think I made a dumb mistake giving away the tech draw T5 to pop the Mirror, helped your engine to a really explosive start – didn’t need that given I’d had a lucky double Ancient draw.

Yea, I was going to be able to deal 18 with all the runes I could generate next turn.

It was a little tight, if you had gotten molac down sooner, it likely would have been difficult for me to overcome.

I was thinking the same, maybe as P1 should be teching Ancient+MoLaC on T3 for a chance to get it in play early. And make Newsman choose between 2 and 3. In a vanilla Peace vs Growth engine game, guessing that Blue is going to have the edge through its better disruption, so Green needs to find something extra.

Also, having only played Growth in multicolour with Strength before, really miss having a flier to take the runes.

Over to you to start.

"P1T1


StartingHand Workers

STARTING HAND
Lawful Search
Spectral Aven
Manufactured Truth
Bluecoat Musketeer
Building Inspector


WORKERS
Bluecoat Musketeer


NextHand

Porkhand Magistrate
Reputable Newsman
Arrest
Jail
Traffic Director


Discard

Lawful Search
Manufactured Truth
Spectral Aven


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Building Inspector - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Building Inspector 1/1
  • Onimaru 2/3, lvl 1
    [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: 5

"

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Rich Earth
Merfolk Prospector
Ironbark Treant
Rampant Growth
Tiger Cub


WORKERS
Rich Earth


[/spoiler][/details]

[details=NextHand][spoiler]
Young Treant
Verdant Tree
Forest’s Favor
Spore Shambler
Playful Panda


[/spoiler][/details]

[details=Discard][spoiler]
Tiger Cub
Ironbark Treant
Rampant Growth


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg+Wisp - ($2)
Merfolk Prospector - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg lvl 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Elite Training
Brave Knight


STARTING HAND
Traffic Director
Arrest
Porkhand Magistrate
Jail
Reputable Newsman


WORKERS
Bluecoat Musketeer
Jail


NextHand

Traffic Director
Arrest
Lawful Search
Elite Training
Brave Knight


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Oni kills SQL
Reputable Newsman, naming 2 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Reputable Newsman 0/3+A, naming 2
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Building Inspector 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Huh, odd choice. If I arrest the wisp of all things, I could kill Arg. Don’t think I really need to though. He might max arg next turn and actually can afford the tech 1 as well, with 1g float possible from prospector. taking out the Elemental and Arg would be a challenge, but arrest and MT should make it easier. Elite Training might be worth it, could end up with a max oni if he patrols arg a certain way, and a good draw. Probably facing tiny basilisk soon.

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Huntress
Centaur


STARTING HAND
Spore Shambler
Young Treant
Forest’s Favor
Verdant Tree
Playful Panda
Tiger Cub


WORKERS
Rich Earth
Verdant Tree


[/spoiler][/details]

[details=NextHand][spoiler]
Ironbark Treant
Rampant Growth
Centaur
Forest’s Favor
Huntress


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Prospect - ($8)
Young Treant, draw - ($6)
Playful Panda + Wisp - ($4)
Arg to lvl 2 - ($3)
Worker - ($2)
Tech1 - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg lvl 2 (1/3)
  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Finding this opening awkward, avoiding float or scav patrol in case of Tax Inspector, and needing to chump up against Oni’s 3atk. I’d like a Tower, but will likely need that slot for a Heroes Hall for options under Injunction.

I’d like to play MoLaC early this game, if not blocked by Newsman or Injunction.


[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH
Scribe
Overeager Cadet


STARTING HAND
Brave Knight
Elite Training
Lawful Search
Traffic Director
Arrest


WORKERS
Bluecoat Musketeer
Jail
Brave Knight


NextHand

Spectral Aven
Traffic Director
Porkhand Magistrate
Manufactured Truth


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Arrest Treant - ($4)
Elite Training on Reputable Newsman and Building Inspector - ($2)
Inspector kills Wisp
Oni kills Arg, goes to lvl 3
Newsman kills Prospector, pings off the elite armor
Midband Oni - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 3/4, lvl 5
  • Building Inspector 2/1+A, elite training
  • Reputable Newsman 1/3, naming 2, elite training
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Ok, I guess I can Midband Oni, which is still pretty good, but he has a pretty effective defense here. So, he is very likely going to try for the very fast Molac, so he has 1-2g to spend next turn on anything else, not enough to max Arg and get tech 2. Eh, Probably crazy, but Im going to see about moving to Max Oni. If I kill his Prospector, he will probably trade panda with inspector to save himself the gold tax. but if i leave the prospector its just paying the tax anyway, and leaves him with a panda to block.

By the way just realized your Spectral Flagbearers are spectral, duh ! So last game could have popped them with Ancient runes, and been free to distribute the other runes. Maybe could have taken that game a bit further than I did.

Anyway, back to this one…

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
MoLaC
Blooming Ancient


STARTING HAND
Rampant Growth
Ironbark Treant
Huntress
Centaur
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant


[/spoiler][/details]

[details=NextHand][spoiler]
Spore Shambler
Rampant Growth
Centaur
MoLaC
Tiger Cub


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Playful Panda trades with Building Inspector
Huntress - ($4)
Tech2 Growth - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Huntress (4/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Young Treant (0/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


That was a decent value trade at the cost of a going down a card, $4 to kill lvl2 Arg + Prospector (which cost me $4) plus free hero levels. Though not too sad having Arg off the board, can use his arrival for Ancient runes later.

Can trade off Building Inspector, giving me the $$ to build an early Tech2 and put up Huntress. Bit light on patrol, but I’ll get Young Treant back from arrest next turn. Teching Ancient + MoLaC.

Max Oni with Art of War is a problem brewing.


[/spoiler][/details]

I did realize you could move the runes to pop them. You actually did pop one. I figured even if you had, my turn would be largely unchanged. Judgment Day would have still ended up clearing everything.

"P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Art of War


STARTING HAND
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Traffic Director


WORKERS
Bluecoat Musketeer
Jail
Brave Knight
Porkhand Magistrate


NextHand

Arrest
Elite Training
Lawful Search
Scribe


Discard

Building Inspector
Manufactured Truth
Reputable Newsman
Traffic Director
Spectral Aven
Flagstone Garrison
Art of War


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Manufactured Truth, Newsman into Huntress, they trade - ($5)
Max Oni, breaks tech 2 - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Soldier 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 4/5, lvl 8
  • Soldier 1/1
  • Soldier 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
    "

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Murkwood Allies
Blooming Ancient


STARTING HAND
Spore Shambler
Tiger Cub
MoLaC
Rampant Growth
Centaur


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler


[/spoiler][/details]

[details=NextHand][spoiler]
Playful Panda
Rampant Growth
Blooming Ancient
Merfolk Prospector
Forest’s Favor


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tiger Cub - ($5)
Calamandra - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calamandra lvl 1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Tiger Cub (2/2)
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

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

[details=Thoughts][spoiler]


MoLaC passes by unplayable for this cycle. Still, I’ve a good next turn if my Tech2 is intact, Ancient + Arg/Wisp + Panda/Wisp. He could play Art of War to break my Tech2 with Oni, though $3 is a bit costly. Building a Tower, though may cramp my hero playing abilities later.

[/spoiler][/details]