Nopethebard vs Hardy83

heroes have to wait 1 turn before you can summon them again.

why didn’t Zane do anything last turn? i didn’t understand that…

P1T6


Tech StartingHand Workers

TECH
Flagstone Garrison
Nimble Fencer


STARTING HAND
Brave Knight (3/3)
Drill Sergeant
Flagstone Garrison
Forest's Favor
Young Treant (0/1+A)
Overeager Cadet Joe (2/1)
Tiny Basilisk (1/2)


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2/2+A)
Young Treant (0/1+A)


NextHand

Rampant Growth
Flagstone Garrison
Drill Sergeant
Playful Panda


Discard

Forest's Favor
Tiny Basilisk (1/2)


Tech 2 card(s)
draw for technician
Get Paid + float - ($10)
build Flagstone Garrison - ($7)
Joe kills the already hurt Zane, lvls fizzle
hire Drill Sergeant, shuffle & draw a card - ($4)
hire Brave Knight, draw a crad, Serge gets a rune - ($1)
this time i'm lucky: hire Joe again, Serge gets another rune, draw another card
Worker - ($0)
Serge gives one rune to Jim, who is now 3/3 and kills Drakk, lvsl fizzle
Serge gives another rune to Brave Knight

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (4/4+A) +
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet Joe (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Overeager Cadet Jim (3/1) +
  • :heart: Verdant Tree HP: 3
  • :heart: Flagstone Garrison HP: 4
  • Drill Sergeant (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10

Mad Man can’t attack tiny basilisk here.

1 Like

thx for pointing out… won’t make that mistake again (hopefully) :wink:

@Nopethebard: if you want you can redo your turn 5, then i’ll redo turn 6. but we can also just continue - after all it’s not an official tournament :wink:

Why can’t I attack tiny basilisk there?

Because Tiny Basilisk is unattackable by Tech 0 units.

However, this also means it can’t block them, so Mad Man can walk past it and hit something behind the patrol zone, if you’d like.

Here goes my revised turn
P2T5

Summary

Hand
Mad man
Chameleon Lizzo
Bloodrage Ogre
Firebat
Marauder
Workers bloodrage ogre
Tech Steam Tank and Sanatorium

Get paid ($9)
Worker ($8)
Hire Drakk ($6)
Hire Chameleon Lizzo ($2)
Chameleon Lizzo kills Midori
Drakk reaches level 3
Zane kills tiny basilisk, dies, and we each draw a card
Hire firebat ($0)
Squad leader: firebat
Scavenger: Drakk
Hand: 6 (Chameleon Lizzo returns to my hand after draw/discard)
Deck: 2
Discard: 5

ok… here’s my updated turn - i liked the whole board better before :wink:

P1T6


Tech StartingHand Workers

TECH
Flagstone Garrison
Nimble Fencer


STARTING HAND
Brave Knight (3/3)
Drill Sergeant
Flagstone Garrison
Forest's Favor
Flagstone Garrison
Drill Sergeant


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2/2+A)
Forest's Favor


NextHand

Brave Knight
Playful Panda
Nimble Fencer
Rampant Growth


Discard

Drill Sergeant
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
build Flagstone Garrison - ($6)
Jim and Joe kill Firebat and go to discard
hire Drill Sergeant and draw a card - ($3)
hire Brave Knight and draw a card, Serge gets a rune - ($0)
first time went better with drawing :frowning:
Serge gives his rune to Knight

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (4/4+A) +
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drill Sergeant (3/3)
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3
  • :heart: Flagstone Garrison HP: 4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10

If I use kidnapping to make drill Sergeant suicide against brave knight, do you still draw a card? I wouldn’t think so, but I’m not sure. >:)

I’ll just assume that is how it works and do my next turn.
P2T6

Summary

Hand
Kidnapping
Surprise attack
Flame arrow
Bombaster
Chameleon Lizzo
Scorch
Workers bombaster
Tech pirate gunship and fire dart

Tech 2 cards
Get paid ($10)
Worker ($9)
Cast kidnapping on drill sergeant ($5)
Drill sergeant suicides against brave knight.
Level Drakk to level 4 ($4)
Hire Chameleon Lizzo ($0)
Chameleon Lizzo destroys tech 2 building.
Your base takes 2 damage.
Scavenger: Drakk
Hand: 5
Deck: 9
Discard: 0
Kidnapping is a scary spell. I guess my rules question ended up not mattering. Also destroying buildings is fun. Now I see why Michal Bay loves doing it.

You forgot about sergeant. Knight cannot attack garrison because of him

Ok. I will change it to sergeant suiciding against brave knight. Fixed it. The brave knight let his friend the drill sergeant borrow his sword, but was shocked to see him suddenly commit seppuku. Brave knight was so horrified that his hand slipped and he accidentally cut himself picking up his sword.

"P1T7


Tech StartingHand Workers

TECH
Leaping Lizard
Leaping Lizard


STARTING HAND
Brave Knight
Nimble Fencer
Rampant Growth
Playful Panda
Tiny Basilisk (1/2)
Young Treant (0/1+A)
Overeager Cadet Joe (2/1)
Overeager Cadet Jim (2/2)
Leaping Lizard
Drill Sergeant


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2/2+A)
Forest’s Favor


NextHand

Playful Panda
Leaping Lizard
Leaping Lizard
Flagstone Garrison
Drill Sergeant (3/3)


Tech 2 card(s)
Get Paid, heal 1 - ($10)
tap Verdant Tree, instantly rebuild tech 2
build a tech lab for finesse - ($9)
Hire nimble fencer, draw - ($7)
Hire Young Treant, draw twice - ($5)
Hire Joe, draw
hire Jim, draw
hire Drill Sergeant (too late), draw - ($2)
summon Onimaru - ($0)
Brave Knight trades with Drakk, Oni levels, my Base takes 1 dmg
Nimble Fencer hits your Tech 2 for 2 dmg

Float ($0)
Discard 6, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet Joe (2/2)
  • :pschip: Technician: Overeager Cadet Jim (2/2)
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3
  • :heart: Flagstone Garrison HP: 4
  • Nimble Fencer (2/3)
  • Drill Sergeant (3/3)
  • Onimaru, Lv. 3 (2/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
    "

i just realized that you probabyl meant something else? anyway you couldn’t Kidnap Serge (3/3) to kill Knight (4/4+A). So i assumed you kidnapped Knight to kill Serge, which means i get Knight back at the end of your turn…

i made my turn based on this assumption

I meant drill sergeant attacks brave knight, injures it, and dies. The only effective difference is that you don’t draw a card from drill sergeant’s death.
P2T7

Summary

Hand:
Surprise attack
Scorch
Charge
Chameleon Lizzo
Firebat
No worker
Tech Ogre recruiter and shoddy glider

Tech 2 cards
No worker
Get paid+ scavenger death ($12)
Hire Zane ($10)
Cast surprise attack ($5)
Hire Chameleon Lizzo ($1)
Chameleon Lizzo kills Onimaru. Zane gains 2 levels.
Zane gains level to reach midband ($0)
Zane kills young treant
Sharks kill overeager cadets
In play: Zane
Hand: 6 (chameleon Lizzo returns to hand)
Deck: 4
Discard: 7

I actually didn’t take the card for Technician… you can check my hand from turn 7… i got 4 cards at the beginning and drew 6 times for Flagstone Garrison and Young Treant for a total of 10… so i didn’t take the card for the technician - even if it was by mistake :wink:

the other effect would have been, that Brave Knight (4/4+A) wouldn’t have died when attacking Drakk… after the attack of Drill Sergeant he would have been at (4/2) and then get healed by Verdant Tree to (4/3). so he would have survived the attack on Drakk (2/3) .

anyway, now the peace train finally works out (alos thx to cheap leaping lizards from building the tech lab) and it’s GG:

"P1T8


StartingHand Workers

STARTING HAND
Drill Sergeant (3/3)
Leaping Lizard
Flagstone Garrison
Playful Panda
Leaping Lizard
Brave Knight (4/2) +
Tiny Basilisk (1/2)
Rampant Growth
Brave Knight
Overeager Cadet Jim (2/2)


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2/2+A)
Forest’s Favor


NextHand

Overeager Cadet Joe (2/2)
Flagstone Garrison
Playful Panda
Rampant Growth
Young Treant (0/2+A)


Tech 0 card(s)
Get Paid + scavenger - ($11)
hire Drill Sergeant Rufus, other Sergeant (Roy) gets a rune, drwa a rune - ($8)
hire Brave Knight Lance, both Sergeants get a rune, draw a card - ($5)
hire Leaping Lizard Hank, get runes, draw a card - ($4)
hire Leaping Lizard Howard, get runes, draw a card - ($3)
hire Brave Knight Larry, get runes, reshuffle and draw - ($0)
Rufus gives all his 4 runes to Roy
Roy attacks your base for 12 damage
Roy gives his 9 runes to Nimble Fencer
Nimble Fencer attacks your base for 11 damage
GG

Float ($0)
Discard 5, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • :heart: Verdant Tree HP: 3
  • :heart: Flagstone Garrison HP: 4
  • Nimble Fencer (11/12) +++++++++
  • Drill Sergeant Roy (3/3)
  • Drill Sergeant Rufus (3/3)
  • Brave Knight Lance (3/3)
  • Leaping Lizard Hank (3/5)
  • Leaping Lizard Howard (3/5)
  • Brave Knight Larry (3/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
    "

if you wanna keep on playing: i wanna try the “Bearded Men” [Present]/Balance/Truth and rolled a 55

I’ll play mono black this time and rolled a 79.

P1T1

Summary

Hand
Pestering haunt
Graveyard
Deteriorate
Sacrifice the weak
Summon skeletons
Workers deteriorate

Get paid ($4)
Worker ($3)
Hire pestering haunt ($3)
Hire Garth ($1)
Summon a skeleton ($0)
Squad leader: pestering haunt
Scavenger: skeleton
In play: garth
Hand: 5
Deck: 5
Discard: 0

mind that pestering haunt can’t patrol!

GL & HF!

P2T1


StartingHand Workers

STARTING HAND
Plasmodium
Battle Suits
Tinkerer
Temporal Research
Fading Argonaut


WORKERS
Temporal Research


NextHand

Neo Plexus
Time Spiral
Hardened Mox
Nullcraft
Forgotten Fighter


Discard

Plasmodium
Tinkerer
Battle Suits


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
hire Fading Argonaut - ($2)
Tech I - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+A) ***
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

someone talked about the "Bearded Men" deck long time ago here in the forum… didn't think it would work out well though.

i'll try a nullcraft / wandering mimic combo, ideally with circle of life

Sorry about the haunt in the wrong place.