Ah yes, I keep forgetting…
Do you want me to create a version of the spreadsheet for you that fits your exact needs? Don’t know when I’ll find the time for that, but shouldn’t be too much trouble.
CAMS22 Round 4 P1T5
P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Overeager Cadet (2/2)
Drill Sergeant (3/3)
STARTING HAND
Dark Pact
Bombaster (2/2)
Mad Man (1/1A)
Flagstone Garrison (4)
Shadow Blade
Lobber (2/2)
Charge
Lobber (2/2A)
Flagstone Garrison (4)
WORKERS
Scorch
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
NextHand
Makeshift Rambaster (1/2)
Drill Sergeant (3/3)
Overeager Cadet (2/2)
Nautical Dog (1/1A)
Dark Pact
Tech 2 card(s)
Get Paid - ($8)
garrison - ($5)
mad max, I draw - ($4)
DP my base, draw two - ($3)
lobber, draw 1 - ($2)
lobber, draw 1 - ($1)
Bogre & MM trade SL
worker - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Lobber (2/2A)
-
Elite: Lobber (2+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Flagstone Garrison (4)
- Vandy (4/2, lvl5)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Wasn’t sure last turn whether I should increase the probability to draw a garrison by teching a DP or whether I should include a DS. Now having a garrison and the DP in hand, I really wish I had chosen the Sergeant, but well… DP is also awesome to have.
Tower is a bummer, really would have loved to go Meta. on the other hand worker skip is great news for me. and the Meta ship doesn’t need to have sailed, maybe in the near future there will be a good situation for that as well