Care to elaborate why you spent these two gold and a unit for no gain at all? I was under the impression that a tower can detect something once per turn which in my understanding is once in P1T7 and once in P2T7. Is that wrong? If instead it is once in P*T7 this would have a tremendous effect on how the P1/P2 ordering influences the usability of the tower’s detector ability and does not go in line with my understanding of “until end of turn” effects.
OMG I forgot to write that glorious ninja breaks the tower! I’ll fix it
I was confused when I first saw that you didnt attack. I’m pretty much SOL, my hand has two detonates but I can’t see the school so I think I am locked. Without a second source of detector school just seems to basically be a GG if you can’t win the game immediately.
The initial blunder on the birds was really the game.
GG WP! The birds + techup blunder was indeed a major one. Do you wanna redo this game to see if we can avoid that and notice more the balance differences? Otherwise happy to just swap sides and play again, or switch up decks, w/e you prefer
If I could easily revert my spreadsheet to that boardstate I would, but I think at this point it’ll be a PITA. I felt like I was in a really good position before that mistake for being P2, but maybe I had no good way to keep Rook alive that turn anyways. I’ll start a new one.
StartingHand Workers
STARTING HAND
Sensei’s Advice
Grappling Hook
Snapback
Morningstar Flagbearer
Safe Attacking
WORKERS
Morningstar Flagbearer
NextHand
Aged Sensei
Fox Primus
Savior Monk
Fox Viper
Smoker
Discard
Safe Attacking
Snapback
Grappling Hook
Tech card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Safe Attacking - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Rook (2/4)
In Play:
- Safe Attacking
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Seems that you mixed up Sensei’s Advice with Safe Attacking. The latter is the upgrade, the former is a spell.
Thanks, mistaken copy paste
Reminder on the changes
Troq:
Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot:
Cost moves to 4
New text: Select one of the following:
Destroy a Tech 0 AND a Tech 1 unit
Move an enemy hero to level 1
Destroy an Upgrade or Ongoing Spell
Gunship: no obliterate
Bird's Nest: Sac birds when it leaves
GL HF @Penatronic !
Game 4 Player 2, Turn 1
P2 Bash squad vs P1 Strength/Balance/Anarchy
Starting Hand
Granfalloon Flagbearer
Older Brother
Wither
Spark
Brick Thief
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Rook (3)
- Older Brother (1)
- Worker (0)
Workers
Granfalloon Flagbearer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Rook (2/4a)
- Elite:
- Scavenger: Older Brother (2/2)
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Helpful Turtle
Timely Messenger
Bloom
Tenderfoot
Fruit Ninja
End of Turn Discard
My Thoughts
Good times!
Tech StartingHand Workers
TECH
Bird’s Nest
Tiny Basilisk
STARTING HAND
Savior Monk
Fox Viper
Fox Primus
Aged Sensei
Smoker
WORKERS
Morningstar Flagbearer
Fox Primus
NextHand
Aged Sensei
Fox Viper
Tiny Basilisk
Sensei’s Advice
Smoker
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Savior Monk - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Savior Monk (2/2A)
- Elite:
- Scavenger:
- Technician: Rook (2/4)
- Lookout:
In Play:
- Safe Attacking
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Game 4 Player 2, Turn 2
P2 Bash squad vs P1 Strength/Balance/Anarchy
Starting Hand
Helpful Turtle
Timely Messenger
Bloom
Tenderfoot
Fruit Ninja
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in except turn 1
All Teched Cards
Iron Man, Fuzz Cuddles
Main:
- Tenderfoot (5)
- Tech 1 (4)
- Bloom Rook, kills SQL (2)
- Worker (1)
Workers
Helpful Turtle, Granfalloon Flagbearer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Tenderfoot (1/2a)
- Elite:
- Scavenger:
- Technician: Older Brother (2/2)
- Lookout:
In Play:
- Rook (3/3 lvl 1, +)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Wither
Bloom
Iron Man
Timely Messenger
End of Turn Discard
My Thoughts
Going with the ninja plan again, seems good to me!
"P1T3
Tech StartingHand Workers
TECH
Gunpoint Taxman
Tiny Basilisk
STARTING HAND
Aged Sensei
Sensei’s Advice
Fox Viper
Smoker
Tiny Basilisk
WORKERS
Morningstar Flagbearer
Fox Primus
Aged sensei (1/1)
NextHand
Tiny Basilisk
Snapback
Bird’s Nest
Grappling Hook
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tiny Basilisk - ($3)
Fox viper - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Tiny Basilisk (1/2A)
- Elite:
- Scavenger:
- Technician: Fox Viper (2/1)
- Lookout:
In Play:
- Safe Attacking
- Rook (2/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
"
Game 4 Player 2, Turn 3
P2 Bash squad vs P1 Strength/Balance/Anarchy
Starting Hand
Wither
Bloom
Iron Man
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Glorious Ninja, Fox’s Den School
Iron Man, Fuzz Cuddles
Main:
- Tenderfoot trades with Viper, you draw 1
- Rook kills Tiny B
- Iron Man (5)
- Wither Tiny B (3)
- Worker (2)
Workers
Timely Messenger, Helpful Turtle, Granfalloon Flagbearer
- Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Iron Man (3/4a)
- Elite:
- Scavenger:
- Technician: Older Brother (2/2)
- Lookout:
In Play:
- Rook (3/3 lvl 1, +)
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 5
Gold:
- Gold: 2
- Workers: 8
End of Turn Hand
Spark
Fuzz Cuddles
Fruit Ninja
End of Turn Discard
My Thoughts
Ooof Tiny B is a good call. I think I’ll wither it though. I could break the tech 1 with ODB but then I either have to play TM as well so I can leave 2 in patrol, OR risk Rook walking by Iron man to merc my Rook. Could also kill the enemy rook, but idk that’s the answer either. Invites Zane out, begs for Snapback. Think it’s better to just put the tech 1 in the dangah zaoone and stay open. Float 2, tech up next turn, maybe also a Tower or Tech Lab or hell even Surplus
Rook is still at topband as far as I can tell.
Right you are! I’m here thinking he’s 3 attack so he has that ability, but that is not the case here In that case I spose we’ll just have Rook kill the weakened basilisk, I’ll edit above
Tech StartingHand Workers
TECH
Entangling Vines
Surprise Attack
STARTING HAND
Bird’s Nest
Snapback
Grappling Hook
Tiny Basilisk
Savior Monk (2/2)
WORKERS
Morningstar Flagbearer
Fox Primus
Aged sensei (1/1)
Savior Monk (2/2)
NextHand
Gunpoint Taxman
Sensei’s Advice
Entangling Vines
Smoker
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Tower - ($2)
Bird’s nest - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Big bird (1/1)
- Technician: Tweety (1/1)
- Lookout: Tiny Basilisk (1/2)
In Play:
- Safe Attacking
- Rook (2/4)
- Bird’s Nest
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
awkward tech, not sure what the right move is.
Game 4 Player 2, Turn 4
P2 Bash squad vs P1 Strength/Balance/Anarchy
Starting Hand
Spark
Fuzz Cuddles
Fruit Ninja
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- Tech 2 cards in except turn 1
All Teched Cards
Glorious Ninja, The Boot
Glorious Ninja, Fox’s Den School
Iron Man, Fuzz Cuddles
Main:
- Iron man trades with Tiny B
- Rook to level 6 (5)
- Rook kills your Rook, birds die, you get a card and 1g, my Rook maxbands
- Tech 2 Ninjutsu (1)
- Worker (0)
Workers
Spark, Timely Messenger, Helpful Turtle, Granfalloon Flagbearer
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Ninjutsu
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Older Brother (2/2)
- Lookout:
In Play:
- Rook (5/7 lvl 8, +)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Brick Thief
Fuzz Cuddles
Glorious Ninja
Tenderfoot
End of Turn Discard
My Thoughts
Birds out again, I think they are worth risking the Snapback and sacking Iron Man to take out. I won’t go Earthquake this time, The Boot should help swab the deck of these basilisks, another GN for bread and butter ninja stuff
Tech StartingHand Workers
TECH
Chameleon Lizzo
Chameleon Lizzo
STARTING HAND
Smoker
Gunpoint Taxman
Sensei’s Advice
Entangling Vines
Tiny Basilisk (1/2)
WORKERS
Morningstar Flagbearer
Fox Primus
Aged sensei (1/1)
Savior Monk (2/2)
Smoker
NextHand
Snapback
Surprise Attack
Grappling Hook
Fox Viper (2/1)
Discard
Bird’s Nest
Tiny Basilisk (1/2)
Sensei’s Advice
Entangling Vines
Chameleon Lizzo
Chameleon Lizzo
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Tech 2 - ($4)
Tiny basilisk - ($2)
Taxman - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Tiny Basilisk (1/2A)
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- Lookout:
In Play:
- Safe Attacking
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
Thoughts
I’m not sure if Lizzo or Monkey is the right tech, but I’m gonna go ahead with lizards for a sick repitle theme.
Game 4 Player 2, Turn 5
P2 Bash squad vs P1 Strength/Balance/Anarchy
Starting Hand
Brick Thief
Fuzz Cuddles
Glorious Ninja
Tenderfoot
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Porcupine, Bird’s Nest
Glorious Ninja, The Boot
Glorious Ninja, Fox’s Den School
Iron Man, Fuzz Cuddles
Main:
- Glorious Ninja, kills SQL takes 1 from tower (4)
- Rook walks past GPT and breaks your tower, takes 1, your base to 18
- Troq (2)
- Fuzz Cuddles (0)
- skip worker
Workers
Spark, Timely Messenger, Helpful Turtle, Granfalloon Flagbearer
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Ninjutsu
In Patrol:
- Squad Leader: Troq (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout: Older Brother (2/2)
In Play:
- Rook (5/6 lvl 8, +)
- Fuzz Cuddles (2/3)
- Glorious Ninja (4/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Iron Man
Glorious Ninja
Wither
The Boot
End of Turn Discard
My Thoughts
What am I really afraid of / expecting here? Certainly Snapback, so probably Rook + that + … Disguised Monkey? Not that bad. Maybe Sharks or Monkey + Chaos Mirror would be the worst thing, killing GN? Even that isn’t so bad. I think putting pressure to rebuild the tower is the best I can do, and try to keep Fuzzy safe for using up invis if needed. The dual threat of Ninja and Rook should prove pretty unstoppable, Pena should probably be able to take out Rook w/ Snapback but that leaves nothing to take out GN
"P1T6
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Surprise Attack
Fox Viper (2/1)
Snapback
Grappling Hook
WORKERS
Morningstar Flagbearer
Fox Primus
Aged sensei (1/1)
Savior Monk (2/2)
Smoker
Fox Viper (2/1)
NextHand
Chameleon Lizzo
Chameleon Lizzo
Tiny Basilisk (1/2)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rook - ($6)
Rook Snapbacks Rook, brings out sets - ($3)
Grappling hook torq to scav
Taxman kills torq, steals your scav gold, rook to lvl3 - ($4)
Midori - ($2)
Rook to lvl5 - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Rook lvl5 (3/5A)
- Elite:
- Scavenger:
- Technician: Midori lvl1 (2/3)
- Lookout:
In Play:
- Safe Attacking
- Gunpoint Taxman (3/2)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
"