[CAMS22] Round4: P1 zango [Fire]/Demonology/Peace vs P2 FrozenStorm [Demonology/Necromancy]/Finesse

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:

  • :psblueshield: Squad Leader: Lobber (2/2A)
  • :psfist: Elite: Lobber (2+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Vandy (4/2, lvl5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: 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