CAMS22 Round 1 P1T6
P1 [Fire]/Demonology/Peace vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Boot Camp
Boot Camp
STARTING HAND
Lobber (2/2)
Makeshift Rambaster (3/3, doomed)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Mad Man (1/1)
Bombaster (2/2)
Dark Pact
Firebat (3/3)
Bloodrage Ogre (3/2)
WORKERS
Pillage
Scorch
Charge
Bloodburn
Careless Musketeer (2/1)
Dark Pact
NextHand
Bombaster (2/2)
Mad Man (1/1)
Boot Camp
Boot Camp
Bloodrage Ogre (3/2)
Tech 2 card(s)
Vandy to midband
Get Paid - ($9)
Drill Sergeant, draw - ($6)
Drill Sergeant, draw, # runes: 1 - ($3)
Lobber, draw # runes: 3 - ($2)
MM, draw, #runes: 5 - ($1)
worker - ($0)
2 runes to cadet #1, kills SL, base to 15
1 rune to old lobber, trades with horror, you draw, base to 13
1 rune cadet #2, kills lookout, base to 12
vandy kills quice, sparkshots scav, heals+dooms MM, base to 11, you gain 1
doomed MM trades bugblatter, base to 9
last rune to dog, breaks tech 2
new lobber attacks your base down to 10
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Drill Sergeant (3/3A)
-
Elite:
-
Scavenger: Drill Sergeant (3/3)
-
Technician:
-
Lookout:
In Play:
- Vandy (4/5, lvl5)
- Flagstone Garrison (4)
- Overeager Cadet #1 (4/1)++
- Overeager Cadet #2 (3/1)+
- Nautical Dog (2/1)+
- Lobber (2/1)
Buildings:
-
Base HP: 9
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 10