[MMM1] Warm-up: Red (Dreamfire) vs Blue (FrozenStorm)

Well yeah, but you could say that flying/stealth/unstoppable are explicit exceptions to a general rule. So when two rules seem inconsistent, the more specific one overrides the general one, something like that.

P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Makeshift Rambaster
Charge
Pillage
Mad Man
Nautical Dog


WORKERS
Scorch
Pillage


NextHand

Lobber
Lobber
Charge
Bombaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1, paying Inspector tax - ($2)
Nautical Dog - ($1)
Mad Man - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Bloodburn

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

…am I already regretting Bloodburn? Nah, let’s give it a chance. Not having to worry about Aven is nice. Lets me tech double Lobbers in peace.

1 Like

Yea, I suppose that’s true, the anti-air / flier one feels inconsistent though

Game 2 Player 2, Turn 2

P1 Red vs P2 Blue

Starting Hand

Reputable Newsman
Arrest
Spectral Aven
Bluecoat Musketeer

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Scribe, Overeager Cadet


Main:

  • Onimaru kills Dog, you get a gold, Bloodburn to 1
  • Tower (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Building Inspector (1/1)
  • :target: Lookout:

In Play:

  • Onimaru (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Manufactured Truth
Lawful Search
Reputable Newsman
Spectral Aven
Arrest

End of Turn Discard
My Thoughts

Ugh man, his options just seem way too strong! I think I want a tower, and Scribe + Cadet feel like good pairings with that. End goal of Peace engine? Idk…

OMG second straight game I whiff? this is rough, dude…


P1T3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Charge
Lobber
Lobber
Bombaster


WORKERS
Scorch
Pillage
Bombaster


NextHand

Careless Musketeer
Nautical Dog
Bloodrage Ogre
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Scav gold - ($7)
Worker - ($6)
Drakk, to midband - ($1)
Mad Man trades with Director, Bloodburn to 3
Exhaust Bloodburn to kill Inspector, you draw, Bloodburn to 2
Lobber, trades with Oni, Drakk to maxband, Bloodburn to 3 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn, 3 runes
  • Drakk lvl 6 (3/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Frozen is way up in cards, so if he teched a Cadet or two I might be in trouble. Injunction might be a bigger probelm, though - it’ll leave me with little to put gold into next turn. Hmm, let’s hope he wasn’t expecting to lose Oni so soon…

Game 2 Player 2, Turn 3

P1 Red vs P2 Blue

Starting Hand

Manufactured Truth
Lawful Search
Reputable Newsman
Spectral Aven
Arrest
Scribe (techn, whoo!)
Jail (scribe)

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Scribe, draw 1 (6)
  • Jail (3)
  • Reputable Newsman, blocking 2-cost spells (1)
  • Worker (0)
Workers

Lawful Search, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Reputable Newsman (0/3 blocking 2-cost spells)
  • :target: Lookout:

In Play:

  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Overeager Cadet
Overeager Cadet
Arrest
Spectral Aven
Flagstone Garrison

End of Turn Discard
My Thoughts

Arright no total bottom-decking this time! Hopefully now I have what I need to really pull ahead. Grabbing Garrison and the other OC, either I draw the Garrison & use Bigby to stash, or it’s waiting nicely in the deck for me.

Lol I drew it, okay then guess Bigby will join the party next turn. At least Jail is going to really slow down his progress!


P1T4


Tech StartingHand Workers

TECH
Surprise Attack
Ember Sparks


STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Careless Musketeer
Nautical Dog


WORKERS
Scorch
Pillage
Bombaster
Careless Musketeer


NextHand

Mad Man
Charge
Crashbarrow
Lobber
Lobber


Discard

Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Surprise Attack
Ember Sparks


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Blood) - ($2)
Bloodburn pings your tower

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk lvl 6 (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn, 1 rune

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Hmm, Jail is a good play when I’m down on cards. I can break it by emptying my hand, but I’d rather just tech up.
I guess I might lose Drakk to some kind of MTruth play, but then Frozen would have to delay his own tech 2, and I’ll have a Crashbarrow in hand and plenty of gold to punish him with.
Teching big impact spells to complement my cheap units.

Game 2 Player 2, Turn 4

P1 Red vs P2 Blue

Starting Hand

Overeager Cadet
Overeager Cadet
Arrest
Spectral Aven
Flagstone Garrison

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Drill Sergeant, Free Speech
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Bigby (6)
  • Overeager Cadet
  • Overeager Cadet
  • Worker (5)
  • Tech 2 Peace (1)
Workers

Spectral Aven, Lawful Search, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Stash 1 Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite: Scribe (1+1/3)
  • :pspig: Scavenger: Bigby (2/3 lvl 1)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Reputable Newsman (0/3 blocking 2-cost spells)

In Play:

  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Building Inspector
Manufactured Truth
Traffic Director
Flagstone Garrison

End of Turn Discard

Drill Sergeant
Free Speech
Arrest

My Thoughts

Max protection, as long as the jail and tech 2 survive we can get in business! I’d give it 50/50 chance he pretech-ed 1 or 2 barrows, so gotta flood patrol to ensure survival as best as possible.


P1T5


Tech StartingHand Workers

TECH
Desperation
War Drums


STARTING HAND
Lobber
Lobber
Charge
Mad Man
Crashbarrow


WORKERS
Scorch
Pillage
Bombaster
Careless Musketeer


NextHand

Crashbarrow
Lobber
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float - ($10)
Skip worker
Crashbarrow to Jail - ($7)
Lobber to Jail, Crashbarrow out - ($6)
Zane - ($4)
Crashbarrow trades with SQL and overpowers to kill Bigby, you get 1 gold, Zane to lvl 3, Bloodburn to 3
Zane to midband, kills Newsman, Bloodburn to 4 - ($3)
Exhaust Bloodburn to ping technician
Zane to maxband, shoves technician to die in scav, we both get 1 gold, Bloodburn to 3 - ($2)
Lobber #2 to Jail, Lobber #1 out - ($1)
Lobber #1 trades with Scribe, Bloodburn to 4
Mad Man to Jail, Lobber #2 out - ($0)
Drakk and Lobber break tech 2, your base to 18

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn, 4 runes
  • Drakk lvl 6 (3/3)
  • Zane lvl 6 (4/4)
  • Lobber (2/1)
  • Mad Man, in Jail

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

And there are the Cadets, right on cue… I can clear the patrol and get either the tower or the Jail with Drakk. Or, I can skip a worker and break the tech 2…
That stashed card is probably a Garrison. Without the tech 2, and if I deny him the technician draw, Frozen’s cycle might be shot to hell. I’ll be going way down on cards, but at least I know I’m drawing into another Crashbarrow. If I have nothing else to put gold into, I’ll build a Surplus. Let’s do it!

Game 2 Player 2, Turn 5

P1 Red vs P2 Blue

Starting Hand

Building Inspector
Manufactured Truth
Traffic Director
Flagstone Garrison

Events of Turn:


Upkeep:

  • Get Gold (9+1float+2scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Flagstone Garrison, Tax Collector
Drill Sergeant, Free Speech
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • rebuild tech 2
  • Onimaru + maxband, 3 ducks accompany (3)
  • Traffic Director (2)
  • Worker (1)
Workers

Manufactured Truth, Spectral Aven, Lawful Search, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1 armor)
  • :psfist: Elite: Huey (1+1/1)
  • :pspig: Scavenger: Dewey (1/1)
  • :exhaust: Technician: Onimaru (4/5 lvl 8)
  • :target: Lookout: Louie (1/1)

In Play:

  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Flagstone Garrison
Tax Collector
Building Inspector
Scribe

End of Turn Discard
My Thoughts

Ugh, he still got through?? This is really rough!

Hopefully Oni can keep him out, though if he has another Barrow he’s got enough to break it again. So better bring in another Garrison to maximize chances of having it when I need it, and a tax collector to block and maybe take the wind out of his sails?

This is tough, man…


P1T6


Tech StartingHand Workers

TECH
Flame Arrow
Flame Arrow


STARTING HAND
Crashbarrow
Lobber
Makeshift Rambaster


WORKERS
Scorch
Pillage
Bombaster
Careless Musketeer


NextHand

Crashbarrow
Desperation


Discard

Crashbarrow
Mad Man
Flame Arrow
Flame Arrow


Tech 2 card(s)
Get Paid - ($8)
Exhaust Bloodburn to kill elite
Crashbarrow to Jail, Mad Man out - ($5)
Mad Man trades with SQL
Lobber #2 to Jail, Crashbarrow out - ($4)
Crashbarrow trades with Oni, overpowers to kill lookout, you draw
Zane kills scav, we both get 1 gold - ($5)
Drakk breaks tower, your base to 16
Makeshift Rambaster to Jail, Lobber #2 out - ($3)
Lobbers break tech 2, your base to 14

Float ($3)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn, 4 runes
  • Drakk lvl 6 (3/2)
  • Zane lvl 6 (4/2)
  • Lobber #1 (2/1)
  • Lobber #2 (2/2)
  • Makeshift Rambaster, in Jail

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

I’m starting to run out of steam here… Do I break tech 1, tech 2, or maybe go straight for base damage? I can bring it down to 7 HP, but I only have Ember Sparks in the deck for direct damage (and Bloodburn, of course).
The question is, can I survive the Peace engine going full throttle, long enough to tickle down that last 7 HP? With Newsman and Free Speech thrown in the mix, I don’t like my odds.
I’ll go for the tech 2, but I’ll break the tower first to ensure my Lobbers survive. Then I can either trade them next turn or start pinging the base. Probably trade.

Would you look at that next hand! About the best I could’ve hoped for.

Relentless…

Game 2 Player 2, Turn 6

P1 Red vs P2 Blue

Starting Hand

Flagstone Garrison
Tax Collector
Building Inspector
Scribe
Free Speech (techn, yass)
Drill Sergeant (scribe, oof)

Events of Turn:


Upkeep:

  • Get Gold (10+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Drill Sergeant, Scribe
Flagstone Garrison, Tax Collector
Drill Sergeant, Free Speech
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • rebuild tech 2
  • Scribe, draw 1 (10)
  • Quince + midband (6)
  • Free Speech (4)
  • Tax Collector, steal 1 of your float (3)
  • Tower (0)
Workers

Manufactured Truth, Spectral Aven, Lawful Search, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Quince (1/4 lvl 3)
  • :exhaust: Technician: Tax Collector (2/3)
  • :target: Lookout: Mirror Illusion (0/1 resist 1)

In Play:

  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Arrest
Overeager Cadet
Overeager Cadet
Flagstone Garrison
Reputable Newsman

End of Turn Discard
My Thoughts

Okay, this time I think I really have him stumped. Without desperation, war drums, surprise attack, Zane or Drakk midband, I think I am 100% safe if I can block with enough. Grabbing another Scribe and Drill Sergeant. I probably lose Quince here but that’s fine, I should be able to get the ball rolling enough to make that not matter.


Starting to relent :grimacing:

P1T7


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Crashbarrow
Desperation


WORKERS
Scorch
Pillage
Bombaster
Careless Musketeer


NextHand

Ember Sparks
Surprise Attack
Nautical Dog


Discard

Crashbarrow
Mad Man
Flame Arrow
Flame Arrow
Crashbarrow
Makeshift Rambaster
Desperation
Shoddy Glider
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($11)
Tax - ($10)
Exhaust Bloodburn and both Lobbers to break Jail, Rambaster to discard
Zane trades with Scribe, Quince to maxband
Jaina - ($8)
Crashbarrow, trades with Quince and overpowers 1 to Taxman, Jaina to lvl 3 - ($5)
Surplus - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk lvl 6 (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina lvl 3 (2/3)
  • :target: Lookout:

In Play:

  • Bloodburn, 4 runes
  • Lobber #1 (2/1)
  • Lobber #2 (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Now that’s a really well-timed Free Speech. Not only does it prevent my Desperation, it also keeps me from drawing with Zane’s midband, and reduces the effectiveness of my trades with Drakk’s midband. In short, I think I’m screwed :confused:
…maybe I got lucky and both Garrisons are already in Frozen’s discard?

Game 2 Player 2, Turn 7

P1 Red vs P2 Blue

Starting Hand

Arrest
Overeager Cadet
Overeager Cadet
Flagstone Garrison
Reputable Newsman
Drill Sergeant (rs OC, booya)
Spectral Flagbearer (DS)
Scribe (OC2)
Traffic Director (Newsie)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Tech 1 card in
All Teched Cards

Spectral Flagbearer
Drill Sergeant, Scribe
Flagstone Garrison, Tax Collector
Drill Sergeant, Free Speech
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Flagstone Garrison (8)
  • Overeager Cadet, rs Draw 1
  • Drill Sergeant, draw 1 (5)
  • Overeager Cadet, draw 1 DS +1
  • Spectral Flagbearer, draw 1 DS +1 (4)
  • Reputable Newsman, block 3-cost spells, draw 1 DS +1 (2)
  • Bigby (0)
  • DS gives 2 runes to Tax Collector, he kills Drakk and survives on 1hp, Bigby to lvl 3, my base to 13
  • DS gives last rune to SQL Cadet Joker
Workers

Manufactured Truth, Spectral Aven, Lawful Search, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet Joker (3/3+1armor)
  • :psfist: Elite: Bigby (2+1/4 lvl 3)
  • :pspig: Scavenger: Spectral Flagbearer (2/2)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Mirror Illusion (0/1 resist 1)

In Play:

  • Reputable Newsman (0/3 blocking 3-cost ember sparks)
  • Drill Sergeant (3/3)
  • Tax Collector (4/1 from 4 damage and +2/2)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Drill Sergeant
Flagstone Garrison
Free Speech
Jail
Scribe

End of Turn Discard
My Thoughts

Grabbing a flagbearer to taunt the bloodburn and get some extra low-cost units, hopefully I’ll get a DS before I run out of money

Woo first card off the discard! That means Drakk’s goin down and it’ll just be Jaina. Probably means I wanna use Newsie for 3-cost, and I should be pretty free and clear!

Yea turned out a solid patrol, a Barrow will hurt but overall good defenses for next turn I think!


My turn to get cooked, it seems

P1T8


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Surprise Attack
Ember Sparks
Nautical Dog
Bloodrage Ogre


WORKERS
Scorch
Pillage
Bombaster
Careless Musketeer
Ember Sparks


NextHand

War Drums
Charge
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($8)
Surplus draw
Worker - ($7)
Jaina to maxband - ($3)
Exhaust Bloodburn to pop Flagbearer
Exhaust Jaina and the Lobbers to break tech 1
Bloodrage Ogre - ($1)
Nautical Dog - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Bloodburn, 3 runes
  • Lobber #1 (2/1)
  • Lobber #2 (2/2)
  • Jaina lvl 7 (4/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

I finally get to attack with stuff!

Game 2 Player 2, Turn 8

P1 Red vs P2 Blue

Starting Hand

Drill Sergeant
Flagstone Garrison
Free Speech
Jail
Scribe
Flagstone Spy + Arrest (rs DS)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Tech 2 cards in
All Teched Cards

Flagstone Spy, Free Speech
Spectral Flagbearer
Drill Sergeant, Scribe
Flagstone Garrison, Tax Collector
Drill Sergeant, Free Speech
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Rebuild tech 1
  • Bigby kills Ogre, you get 1g
  • OC Pyle kills Dog, takes 1, you get a card
  • Flagstone Garrison (8)
  • Drill Sergeant, rs draw 2, DS Bilco +1 (5)
  • Quince (3)
  • Free Speech (1)
  • OC Joker kills healthier lobber #2, takes 2
  • DS Bilco hits your tech 2 for 4
  • DS Bilco moves his rune to Newsman, Newsman kills your tech 2, your base to 18
  • Tax Collector trades with Jaina, Quince to lvl 3
  • Worker (0)
Workers

Jail, Manufactured Truth, Spectral Aven, Lawful Search, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Quince (1/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Mirror Illusion (0/1)
  • :exhaust: Technician: Mirror Illusion (0/1)
  • :target: Lookout:

In Play:

  • Reputable Newsman (1/4 blocking 3-cost ember sparks)
  • Drill Sergeant Bilco (3/3)
  • Drill Sergeant Hartman (3/3)
  • Overeager Cadet Joker (3/1)
  • Overeager Cadet Pyle (2/1)
  • Bigby (2/1 lvl 3)
  • Flagstone Garrison (4hp)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Free Speech
Arrest
Traffic Director
Building Inspector
Spectral Flagbearer

End of Turn Discard

Free Speech
Flagstone Spy
Scribe
Scribe

My Thoughts

Okay, I can barely make lethal if I tech a Flagstone Spy, then manage to draw it along with TD and BI (I’d get 5 total runes, enough to deal 15 then shift 5 runes to Newsie) Best odds seem to be to lay Garrison first, then DS rs Draw 2. If I get either of the 1-costs, I go forward, but if I whiff I think I play it safe and Quince + Free Speech with my remaining gold. I’ll tech the other free speech to ensure good repeats.

No BI or TD, but I did get the spy… I don’t want to risk laying Spy only to whiff and then have to deal with Zane, better to Free Speech and stay controlled


Yeah, that Free Speech seals it. GG WP!

Want to switch P1/P2 for next game?

1 Like

Sure, I’ll post a new game later tonight or tomorrow, along with thoughts from that last game. GG WP!

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GL HF!

Game 3 Player 1, Turn 1

P2 Red vs P1 Blue

Starting Hand

Traffic Director
Reputable Newsman
Jail
Spectral Aven
Bluecoat Musketeer

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Onimaru (2)
  • Traffic Director (1)
  • Worker (0)
Workers

Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Traffic Director (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Manufactured Truth
Building Inspector
Porkhand Magistrate
Lawful Search
Arrest

End of Turn Discard

Spectral Aven
Jail
Reputable Newsman

My Thoughts

I’m actually more afraid of playing as P1, we’ll see how this goes!


GL HF!

P2T1


StartingHand Workers

STARTING HAND
Mad Man
Charge
Bombaster
Pillage
Makeshift Rambaster


WORKERS
Pillage


NextHand

Bloodrage Ogre
Scorch
Nautical Dog
Bloodburn
Careless Musketeer


Discard

Charge
Mad Man
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

Playing a hero risks giving up free lvls, and I really don’t want to deal with a high lvl Oni early in the game. I considered building tech 1 early to avoid a probable Inspector tax next turn, but with Arrest Frozen could set up to break it next turn.
But anyway, if I float some I can afford even a taxed tech 1, plus Brogre and a hero.

Yikes

Game 3 Player 1, Turn 2

P2 Red vs P1 Blue

Starting Hand

Manufactured Truth
Building Inspector
Porkhand Magistrate
Lawful Search
Arrest

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Scribe, Brave Knight


Main:

  • Manufactured Truth, TD is really a Bombaster, “Bombaster” trades with itself (4)
  • Onimaru hits your base to 17
  • Building Inspector (3)
  • Worker (2)
  • Tech1 (1)
Workers

Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Building Inspector (1/1)
  • :target: Lookout:

In Play:

  • Onimaru (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Brave Knight
Manufactured Truth
Jail
Arrest

End of Turn Discard
My Thoughts

I don’t know what I’m doing lol… Feels like a decent trade to spend an extra card for even gold trade here, especially if I tech a Scribe (the unsung hero of Blue tech 1, seriously cycling desperately needed for Blue early game. There isn’t an easy way he gets levels off Oni in this situation (without skipping tech 1 / trading poorly on cards / wasting Zane maxband), so it seems comfortable enough. BK is a good aggro card-efficient choice so we’ll pair Scribe with that.

BK, nice, don’t think BI is surviving to utilize MTruth though. Guess we’ll see!


P2T2


Tech StartingHand Workers

TECH
Lobber
Gunpoint Taxman


STARTING HAND
Nautical Dog
Bloodrage Ogre
Scorch
Bloodburn
Careless Musketeer


WORKERS
Pillage
Bloodburn


NextHand

Gunpoint Taxman
Nautical Dog
Makeshift Rambaster
Scorch


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Zane, kills Inspector, you draw - ($5)
Tech 1 - ($4)
Bloodrage Ogre - ($2)
Careless Musketeer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Careless Musketeer (2/1)
  • :target: Lookout:

In Play:

  • Zane lvl 1 (2/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I think playing Zane to kill Inspector is worth it, even if I end up giving up lvls. But I don’t want to make that too easy! With this set up, Frozen will need both Arrest and a Boot Camp, which I kind of doubt he teched.

Next turn I GPT and tech up, I guess.