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What's the Play? - Face Race


#1

You are playing [Blood]/Bashing/Growth, and it’s the start of your Turn 6 (as player 1):

In play:
Bloodburn @1 rune
Makeshift Rambaster (1/2)

Tech I has just been broken, so not available this turn; no Tech II or Add-ons
Base is at 15 HP
9 workers, 0 floating gold

In Hand:
Kidnapping
Scorch
Mad Man
Crash Bomber
Pillage

Drakk and Troq available to summon

In Deck:
Nada

In Discard:
Careless Musketeer
Crash Bomber
Wrecking Ball
Wrecking Ball
Bloodlust
Desperation

Your opponent is playing [Finesse]/Disease/Peace, and has:

Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger: River Lvl.3 (2/4)
  • :pschip: Technician: Onimarul Lvl.8 (4/5)
  • :target: Lookout:
    In Play:
  • Helpful Turtle (1/1)
    Buildings:
  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Garth available to summon if a hero dies.

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 4
  • Workers: 10

Aside from Brave Knight, you’ve seen an Overeager Cadet, strongly suggesting Drill Sergeants and Garrisons have been tech’d in some number.

What’s the play?



This is one of two What’s the Play’s from my recent series with @Eijolend. They’re not true puzzles, in that I don’t think there’s a guaranteed win here. I’m happy with the way I solved them, but they both made me think through a number of possibilities, and I got the sense that someone else might well have played them very differently.

Since there’s no true “right answer” (that I could find), please share your reasoning/argument for why your version makes the most sense to you. (:


#2

It would be helpful to know our own base health, in order to know if it’s sensible to just keep sniping at his base or whether we need some board presence as well.

Oh, and in trying to come up with a solution I looked up what happens to Brave Knight if he dies while Kidnapped. Turns out he explicitly goes to his owner’s hand. That’s no fun! :stuck_out_tongue:


#3

I think you can almost win this turn, but it requires some tricky ordering.

Edit: Can’t hire CB because Tech I is broken!
Edit2: BB can’t hit Heroes!
Edit3: Drakk is not in play!

So, my answer is:

Opp Base {7}
Gold [9]

Summon Drakk [7]
Drakk to 4 [4]
Drakk casts Pillage, steals 1 gold, does 1 damage to base. [4] {6}
Drakk casts Kidnapping on BK [0]
BK frenzies (4/2) and kills River (2/4), goes back to opp hand. Drakk goes to max-band. Opp gets a gold.
Patrol Drakk Technician

So there are 2 main lines that I can see:
River Line:
Summon Drakk, Level Drakk to 4, Kidnap BK and kill River, Drakk to maxx

Oni Line:
Summon Drakk, Kidnap BK and deal 3 to Oni, Drakk casts Scorch on Oni, Drakk to 3

Both lines you can just use Pillage to steal a gold and do 1 base damage. CB can never be played and Mad Man is never optimal because you are 1 gold short of Mid-band Drakk + Kidnap + MM. But that’s just my analysis!


#4

15 HP; I’ve edited above. (:


#5

Drakk and Troq are available, but not in play yet. So Drakk to 4 costs $5.


#6

@NikoBolas:

Drakk isn’t actually in play, although we’re told we can summon him - so it costs 5 to midband him, not 3.