When you are ready @neigutten, post your turn 1. Also, remember the Mercenaries, they arrive at upkeep, and therefore can’t attack. player 3 gets 1 merc, 4 gets 2 mercs, and 5 gets 3 mercs.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Jandra, the Negator (3/3+1)
[I]Elite[/I]:
[I]Scavenger[/I]: Mercenary (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 6
[details=Thoughts]
Opening was either this or Garth skeletons, but a beefy wall would probably discourage attacks more in FFA than small, easy, gold-granting pickoffs. No broken StW boon is completely fine with me, I’ll just be playing on the same level as everyone else, and it’ll be fun to see where FFA takes Black. Tentatively going for Disease, good units for discouraging attacks, sneaking in damage, and general CC. Though I’ll probably tech lab to another spec for a more powerful Tech III, as FFAs rarely end before reaching that stage.
STARTING HAND
Makeshift Rambaster
Bloodburn
Careless Musketeer
Charge
Nautical Dog
WORKERS
Careless Musketeer
NextHand
Scorch
Bloodrage Ogre
Bombaster
Pillage
Discard
Charge
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodburn - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Mercenary 1/1+A
[I]Elite[/I]:
[I]Scavenger[/I]: Mercenary 1/1
[I]Technician[/I]: Mercenary 1/1
[I]Lookout[/I]:
[B]In Play:[/B]
Bloodburn
Nautical Dog 1/1
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Well, Bloodburn should act almost like Rich Earth, with Bounties. Should be fun for picking off weaklings, discourage nullcraft even more. No white so the only flagbearers to worry about are Purple and Blue, and blue should be pretty discouraged from going Truth with it on the table. Let’s see if anyone leaves me the chance to pillage for mad profit next turn. Green could trash it, but we shall see.
Skeletal Archery
Sacrifice the Weak
Pestering Haunt
Plague Spitter
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($5)
Jandra kills two of @zhavier’s mercenaries, my mercenary trades with his third, collect bounty - ($8)
L2 Garth - ($5)
Garth makes skelly - ($4)
Skeleton Javelineer - ($3)
Summon Skeletons - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skelly #1 (1/1+1)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton Javelineer (1/1)
[I]Technician[/I]: Skelly #2 (1/1)
[I]Lookout[/I]: Skelly #3 (1/1)
[B]In Play:[/B]
Jandra, the Negator (3/2), L2 Garth (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts]
Debated whether to kill off Jandra with deteriorate this turn or keep her alive. Ultimately I believe this is more advantageous for me, as I’ll end up with one less card and gold otherwise, and since I don’t see a way for others to kill her off yet (unless Bloodburn and Nullcraft works together, which is very unlikely). I’ll use up my skeletons next turn then kill her off and use the bounty to put down new units, offsetting handsize with Garth midband. A tower or a heroes’ hall here would’ve been helpful, but having learned how important of a bargaining chip base health is in the late game last time, and anticipating that plague lord probably won’t match up against other Tech IIIs, I’m very hesitant in damaging my own base with a add-on change or Dark Pacts. Not teching in Hooded Executioners now to avoid painting a target on myself, but planning to tech in both copies in the late game. Lets see where this goes!
STARTING HAND
Bloodrage Ogre
Pillage
Bombaster
Scorch
Mad Man
WORKERS
Careless Musketeer
Scorch
NextHand
Pillage
Nautical Dog
Charge
Mad Man
Tech 2 card(s)
Get Paid + Scav - ($7)
Bloodburn kills @feathers Scavenger Skeleton Javelineer, we both get 1g, (1st bounty) - ($8)
Summon Zane, kills SQL Skeleton, I get 2nd 1g bounty - ($7)
Maxband Zane heals, moves @feathers Tech Skeleton to Scavenger then kills it, you get 1g, i get 2g (1 Zane, 3rd Bounty) - ($4)
Bombaster charges up his pirate skills - ($2)
Pillage @Feathers 2 newly minted spare gold and his base to 18 - ($3)
Tech 1 - ($2)
Worker - ($1)
Leaves the lookout skeleton for someone else.
Hopes Casta appreciates my lack of retaliation for Nautical Dog’s sudden demise
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bombaster 2/2
[I]Lookout[/I]:
[B]In Play:[/B]
Bloodburn (4 charges, probably eternally)
Zane 4/4, lvl 6
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Throwing down with Black just seems like fun. I am hopeful that Green and Purple will take advantage of the situation, but I suspect green is the most likely to run away with the game if black and keep picking on me. I think I am going to want desperation later. If I start threatening Pirate Gunships, I will very likely get crushed, so I am going to try heroes and maybe Fire. Kidnapping, bloodlust, surprise attack, I have a lot of tools available to screw with everyones plans out of the blue.
STARTING HAND
Stewardess of the Undone
Sentry
Forgotten Fighter
Nullcraft
WORKERS
Hardened Mox
Plasmodium
Temporal Research
NextHand
Stewardess of the Undone
Time Spiral
Assimilate
Fading Argonaut
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Look at Top of Deck
Swap Top of Deck with card in Hand - ($5)
Play Sentry - ($3)
Attack @feathers’ Lookout Skeleton with Neo Plexus, collect bounty - ($4)
Build Tech 2 (Present) - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tinkerer 1/2+1A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Sentry 3/2
[I]Lookout[/I]:
[B]In Play:[/B]
Vir Garbarean Lv1 2/3
Battle Suits
Neo Plexus 3/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
It’s probably a mistake to attack, but I wanted that sweet Tech 2 money.
STARTING HAND
Plague Spitter
Graveyard
Summon Skeletons
Deteriorate
WORKERS
Thieving Imp
Poisonblade Rogue
Pestering Haunt
NextHand
Summon Skeletons
Graveyard
Deteriorate
Bone Collector
Discard
Javelineer
Jandra, the Negator
Sacrifice the Weak
Skeletal Archery
Abomination
Soul Stone
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II - Disease - ($2)
Jandra trades with @zhavier’s Bombaster and overpowers 1 to Zane - ($3)
Plague Spitter - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Plague Spitter (3/3+1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: L2 Garth (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Red’s hostility was a rather unexpected and unfortunate turn of events. Having been one of the prime targets of opportunity kills for the first game I had thought they would be more tolerated around here. Black was the prime candidate of public hate last game - lets hope by not using StW or HDs (yet) I would attract no more opposition. Main gameplan stays the same, with a Soul Stone thrown in in anticipation of JD. I may have to shift to a Metamorphosis plan but I’m not willing to commit to teching it yet, I can fetch it if Vandy survives maxband which looks unlikely at this point.
Thought of an interesting niche tactic to do with the lending patroller rules: lending Jandra as a patroller to a player, then have someone else kill Jandra and wipe their board. Might come in useful against Green later.
Edit: So original plan doesn’t work anymore. I can think of two main approaches:
Gold (7)
Midband Garth (5)
Garth makes skelly (4)
Sacrifice the Weak (2)
Deteriorate Neo Plexus (3)
Jandra trades with Sentry and Overpowers to Vir (4)
Garth kills Vir and levels to 6
Maxband Garth, summon Twilight Baron (3)
Plague Spitter (0)
Disc 1, Draw 3
Baron squadlead, Spitter elite
Gold (7)
W (6)
Tech II (2)
Jandra trades with Bombaster and Overpowers to Zane (3)
Plague Spitter (0)
Disc 2, Draw 4
Spitter squadlead, Garth technician
The first approach is very flashy and I’m tempted to go with it just for the sake of it, but it wrecks my hand size, deck composition, worker count, AND tech II progress. The second approach is more domestic but ensures that my Tech II is safe (barring tremendous bad luck) and lets me keep up decently even if my board is cleared, plus it continues the little feud with Red which is nice. Fittingly the first approach was cooked up with half-asleep and the second one was found the next morning. Will do, then.
[/spoiler]
Draw card from Technician dying
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Stewardess of the Undone (Goes to Jail, frees @neigutten’s Merfolk Prospector) - ($4)
Play Nullcraft (Goes to Jail, frees Stewardess) - ($2)
Stewardess bounces Reputable Newsman
Summon Max Geiger - ($0)
Attack @zhavier’s Zane with Neo Plexus, they trade, Max gains 2 levels
Vir attacks @zhavier’s Tech 1 building for 2
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone 3/3+1A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Max Geiger Lv3 2/4
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Vir Garbarean Lv1 2/3
Nullcraft (Jail)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
@feathers, you’re up. Sorry I didn’t totally break red, but I didn’t have that much firepower to do it with. Hopefully I opened up some doors, though.