Let’s see whether we’ll come to a factual testing and to not test it in my in depth analysis in my thoughts only ![]()
Balance tests game 2 P1T5
P1 [Fire]/Peace/Demonology vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Overeager Cadet (2/2)
Overeager Cadet (2/2)
STARTING HAND
Lobber (2/2)
Pillage
Bloodrage Ogre (3/2)
WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge
Pillage
NextHand
Flagstone Garrison (4)
Dark Pact
Discard
Bloodrage Ogre (3/2)
Lobber (2/2)
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Tech 2 card(s)
discard #3
Get Paid + float - ($11)
Worker - ($10)
Tech 2 - ($6)
Oni - ($4)
Lobber trades Imp - ($3)
MSR & Vandy break tech 2
Float ($3)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Oni (2/3, lvl1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Vandy (4/3, lvl5)
- Makeshift Rambaster (1/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 6
- Disc: 4
Gold:
- Gold: 3
- Workers: 9
Thoughts
that Imp really hurt bad. tbh I didn’t think of this nuisance when I thought about him only having three tech 0 cards in hand.
tough decision on whether it will be better to break tech 2 now or to break tech 1 and deal 4 damage to tech 2.
I expect him to have 4 Virtuosos, a DP and a Maestro in his cycle. If I break tech1 he might just fetch Guide and rcover hand size. A worst case might lead to him having lethal in T6.
If I break tech 2, he might put
Post draw: Jackpot!
I might not even need to fetch the second DP awesome!!!