RACE #3: Jude (Mono White) vs. Hobusu (Mono Red)

No my turn is the same. Even though I know you should not float gold against red.

Donā€™t worry, I had enough other stuff I wanted to do that I couldnā€™t afford to Pillage you. :wink:

Player 2 Turn 4


Tech, Starting Hand, and Workers

TECH

Kidnapping
Surprise Attack


STARTING HAND

Bloodrage Ogre
Bombaster
Nautical Dog
Pillage
Bloodlust
Lobber (Technician)


WORKERS

Careless Musketeer
Scorch
Bloodburn
Pillage


[details=Next Hand]Makeshift Rambaster
Mad Man
Molting Firebird
Bamstamper Lizzo


[/details]

Discard

Bloodlust
Lobber
Nautical Dog
Bombaster
Bloodrage Ogre
Kidnapping
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($9)
Shuffle and draw card from technician dying (before teching 2 cards)
Summon Drakk - ($7)
Play Lobber - ($6)
Play Nautical Dog! - ($5)
Drakk casts Bloodlust on Nautical Dog and Grave, giving them both +1 ATK and Haste until end of turn - ($3)
Nautical Dog trades with Rambasa Twin #1, who returns to your Codex
Lobber trades with Rambasa Twin #2, who goes to your discard pile
Zane attacks and does 2 damage to your Heroesā€™ Hall
Worker - ($2)
Patrol as shown below
End of turn: Bloodlust wears off of Grave, causing him to take 1 damage and die
Drakk gains 2 free levels

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]: Drakk Ramhorn Lv. 3 (1/3)
    [B]In Play:[/B]
  • Captain Zane Lv. 1 (2/2) [Haste]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Thoughts][spoiler]That turn would have been better if Iā€™d gotten either of my Tech II units from my Technician drawā€¦ Oh well, I still wiped his board and got some damage on that Heroesā€™ Hall. Letā€™s see if he can afford to build Tech II while defending himself.

Teched Kidnapping and Surprise Attack because by the point I get them Iā€™ll almost certainly have the gold to spend on them, and they both help clear out his defenses in different ways. Iā€™ve been feeling unit dependent, so thisā€™ll help that (once they finally arrive in my deck).

Workered Pillage because as much as Iā€™ve felt unit dependant, Iā€™d rather have the option of hasty Bloodrage Ogre than stealing a gold or two at this point.[/spoiler][/details]

Good turn. I definitely feel like Iā€™m back on my heels here.

P1T5


Tech StartingHand Workers

TECH
Colossus
Reversal


STARTING HAND
Sparring Partner
Snapback
Birdā€™s Nest
Senseiā€™s Advice
Smoker


WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker


NextHand

Reversal
Rambasa Twin
Adraā€™s Boulder
Savior Monk


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Rook - ($5)
Birdā€™s Nest - ($3)
Level Rook twice - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bird 1/1 + a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bird 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Birdā€™s Nest
  • Rook lvl 3 2/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 2

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

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

I really wanted to build my tech 2 because I will probably have tech 2 stuff in my hand next turn, but I feel like I couldnā€™t afford not to have Rook out with the birds for a wall.

I put Drakk in the Lookout slot, so it costs an extra gold to target him with a spell or ability. Youā€™ll have to change something to make your turn legal.

Grrā€¦ so many details. I didnā€™t really have a lot of other options so I guess Iā€™ll just pretend I didnā€™t Snapback and spend 2 on leveling Rook and float the last one.

I hear you, thereā€™s a lot to this game. That one would have been more obvious if we were sitting at a table with real boards in front of us, since they have the effects of each Patrol slot marked. Iā€™ll have my turn up in a few minutes.

Yeah, doing it by forum takes a little getting used to, especially when youā€™re trying to think about two games at once.

Iā€™m getting the hang of it though. Iā€™m going to be gone for an hour but Iā€™ll play my next turn when I get back.

1 Like

If you have time, it would be good if you edited your last turnā€™s post to show that you changed what you used the gold on.

Edit: @Jude, just to be sure, did you know that any ground units/heroes I have can just walk under your Birds? Iā€™ll admit that having at least one patrolling is messing with my plans for the turn, but I want to make sure youā€™re aware of the possibility that I can just ignore your Birds entirely.

1 Like

Since itā€™s been almost 2 hours since I asked if you meant to patrol the way you did (see edited post above), Iā€™m going ahead with my turn. It honestly wouldnā€™t have changed much anyway, except whether you got certain patrol zone bonuses (I had enough power to kill everything I did regardless of where you patrolled) or if one of my units survived combat (if Elite slot had been used).

Player 2 Turn 5


Tech, Starting Hand, and Workers

TECH

Doubleshot Archer
Firehouse


STARTING HAND

Mad Man
Makeshift Rambaster
Bamstamper Lizzo
Molting Firebird


WORKERS

Careless Musketeer
Scorch
Bloodburn
Pillage


[details=Next Hand]Mad Man
Charge
Surprise Attack
Makeshift Rambaster


[/details]
Tech 2 card(s)
Get Paid + float - ($11)
Skip worker
Level up Drakk to Lv. 6 - ($8)
Play Bamstamper Lizzo, who gets Haste from Drakkā€™s max level ability - ($4)
Lizzoā€™s ability kills Squad Leader Bird
Lizzo walks under the other Bird and kills Rook, taking 2 damage
Zane gains 2 free levels
Birdā€™s Nest is no longer channeled, so it gets destroyed
Play Molting Firebird - ($0)
Zane attacks and destroys Heroesā€™ Hall, which does 2 damage to your base
Drakk does 3 damage to your base
Total damage to your base = 5 damage
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Molting Firebird (4/3+a) [Flying]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 3 (2/2) [Haste]
  • Drakk Ramhorn Lv. 6 (3/4)
  • Bamstamper Lizzo (5/1) [Frenzy 1, Haste]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]Iā€™ve got him on the ropes here. Next turn I can use Surprise Attack to beat almost anything he throws at me, though Iā€™m sad that I canā€™t really make use of Molting Firebirdā€™s ability since heā€™s likely to patrol the Bird again. Either way, Iā€™m getting to destroy a Tech building next turn, and if he doesnā€™t have any Tech buildings left, then thatā€™s the game in the bag.

Teched Doubleshot Archer and Firehouse for more pressure on him. As long as Archer gets to be the one attacking, itā€™s a completely safe attack and bonus damage to their Base. Firehouse basically makes all my spells, abilities, and attacks do an extra 2 damage.

No worker this turn! Skipping gave me exactly enough gold to play Firebird, which protects my Lizzo that had 1 HP left while also threatening a tech building destruction if he doesnā€™t patrol his surviving Bird.[/spoiler][/details]

Yeah, I forgot that about flyers but it wouldnā€™t have made a difference. Should have floated one more goldā€¦

Anyway here it is:

P1T6


Tech StartingHand Workers

TECH
Fuzz Cuddles
Entangling Vines


STARTING HAND
Savior Monk
Adraā€™s Boulder
Rambasa Twin
Reversal


WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker


NextHand

Senseiā€™s Advice
Snapback
Grappling Hook
Sparring Partner


Discard

Birdā€™s Nest
Reversal
Adraā€™s Boulder
Rambasa Twin
Fuzz Cuddles
Entangling Vines


Tech 2 card(s)
Get Paid - ($8)
Summon Grave - ($6)
Reversal Firebird - ($3)
Savior Monk - ($1)
Float ($1)
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]: Grave 2/3
  • :pschip: [I]Technician[/I]: Savior Monk 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Bird token 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 8

I only killed one Bird. The other one doesnā€™t die when Birdā€™s Nest is destroyed, it just means they wonā€™t come back. Does that change anything about your turn?

Also, you didnā€™t mark that you paid for Savior Monk in your list of actions, and it wasnā€™t there last turn.

Bird would attack Lizzy since it only has one life left. Fixed the monk thing,

Whoops, didnā€™t think about Reversal. I guess I shouldnā€™t have patrolled that Firebirdā€¦

Player 2 Turn 6


Tech, Starting Hand, and Workers

TECH

Pirate Gunship
Pirate Gunship


STARTING HAND

Charge
Makeshift Rambaster
Surprise Attack
Mad Man
Firehouse


WORKERS

Careless Musketeer
Scorch
Bloodburn
Pillage
Mad Man


[details=Next Hand]Bloodlust
Nautical Dog
Kidnapping
Bloodrage Ogre
Doubleshot Archer


[/details]

Discard

Bamstamper Lizzo
Surprise Attack
Makeshift Rambaster
Firehouse
Charge
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid - ($9)
Level Zane to Lv. 4 - ($8)
Zane kills Savior Monk and takes 2 damage, we both draw a card
Hire a Worker - ($7)
Zane casts Surprise Attack, giving me two 3/1 Sharks with Haste and Ephemeral - ($2)
Shark #1 kills Grave and dies, you gain a gold
Zane gains 2 free levels, healing all damage
Shark #2 does 4 damage (3 ATK + Frenzy 1) to your Tech I
Drakk does 3 damage to your Base
Build Tech Lab ā€“ Anarchy - ($1)

Float ($1)
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]
  • Captain Zane Lv. 6 (4/4) [Haste]
  • Drakk Ramhorn Lv. 6 (3/4)
  • Molting Firebird (4/3) [Flying, Frenzy 1] {Disabled}
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]At this point, itā€™s basically over. Iā€™d be pretty annoyed if he uses Snapback on Drakk now, but that would be 3 gold and a card on not putting up defenses, so I could afford to go a bit slower at that point. If he doesnā€™t use Snapback, I have Hasty Frenzied Doubleshot Archer and Kidnapping, which should basically guarantee victory. If he does, I still have normal Doubleshot Archer and Bloodrage Ogre to threaten 7 damage next turn, 4 of which is Long-range, and he only has Tech I (which I can take out pretty easily at this point).

Teched both Pirate Gunships in case he lasts long enough for the best Tech III in the game. Goodbye, little Bird! :imp:

Workered Mad Man because 1 haste damage is laughable at this point, and Lobber strictly outclasses it (speaking of, if I every draw Lobber it can take out Tech I by itself for 1 gold).[/spoiler][/details]

P1T7


Tech StartingHand Workers

TECH
Reversal
True Power of Storms


STARTING HAND
Sparring Partner
Grappling Hook
Snapback
Senseiā€™s Advice
Colossus


WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker
Grappling Hook


NextHand

Reversal
Whitestar Grappler
Morningstar Flagbearer
Snapback
Colossus


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 Strength - ($5)
Summon Rook - ($3)
Build Tower - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 2/4 + a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 1

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

  • Hand: 5
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

Again, the bird is still there ā€“ Bamstamper Lizzo didnā€™t have Anti-air. What would you like it to do?

Sorry, I put the bird in the post and forgot to add it back on the spreadsheet. The bird will attack the Molting Firebird.

It would normally be good to build a Tower against Red, but here it was too little too lateā€¦

Player 2 Turn 7


Starting Hand and Workers

STARTING HAND

Nautical Dog
Bloodrage Ogre
Doubleshot Archer
Bloodlust
Kidnapping


WORKERS

Careless Musketeer
Scorch
Bloodburn
Pillage
Mad Man


[details=Next Hand]Molting Firebird
Bloodlust
Pirate Gunship
Bombaster
Lobber


[/details]
Tech 0 card(s)
Get Paid + float - ($11)
Play Doubleshot Archer, who gets Frenzy 1 and Haste from Drakk - ($8)
Play Bloodrage Ogre, who also gets Frenzy 1 from Drakk (but not Haste) - ($6)
Doubleshot Archer kills Rook from too far away to be hit back, but still takes 1 damage from Tower
Zane takes 1 damage from Tower as he destroys it, which does 2 damage to your Base
Drakk destroys your Tech I, which does 2 damage to your Base
Build Tech III - ($1)
Patrol as shown below

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


[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]: Bloodrage Ogre (3/2) [Frenzy 1, Resist 1]
    [B]In Play:[/B]
  • Captain Zane Lv. 6 (4/4) [Haste]
  • Drakk Ramhorn Lv. 6 (3/4)
  • Doubleshot Archer (4/2) [Long-range, Frenzy 1, Haste]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Itā€™s officially over, since I have Pirate Gunship in hand and youā€™ve lost all your Tech buildings (edit: whoops, forgot you built Tech II) and Add-ons (still, thereā€™s literally no way for you to destroy my Tech III this turn). Good game!

Yeah, I couldnā€™t manage to get my tech 2 either because I had to keep trying to put stuff on the board.

Thereā€™s just nothing I could do to catch up, even if you didnā€™t have tech 3, youā€™ve got enough board control. I felt like I was just a turn behind you the whole game.
Good game.

How do you do the foggy stuff on your thoughts text?

Funny, since I went secondā€¦ :wink:

Good game! I really hope you learned something from this match, even if part of it was just how to manage the spreadsheet. Feel free to look over my thoughts on each turn ā€“ Iā€™m no expert by any stretch, but there might be something helpful there!

One thing I noticed that I may not have put in those thoughts is that thereā€™s only one Haste option available to mono-white before Tech II, and thatā€™s Speed of the Fox for Setsuki. Since I wasnā€™t particularly afraid of that, I was able to treat the match almost the same as I would against mono-green, where all I have to do is clear your board each turn to prevent you from doing anything. Iā€™m not sure what White does to prevent that, but itā€™s something to keep in mind.

For the ā€œfoggy text,ā€ you can type [spoiler]This text will be blurred[/spoiler] to get This text will be blurred. Just click it to clear it up!

@EricF, Iā€™ve won my first game of RACE #3!