[CAMS22] Round5: P1 zango [Fire]/Demonology/Peace vs P2 Penatronic [Finesse]/Disease/Necromancy

No worries, especially as we are way up ahead the others and our game is coming to a close, there is absolutely no reason to hurry.

CAMS22 Round5 P1T6

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Firebat (3/3)
Flagstone Garrison (4)


STARTING HAND
Drill Sergeant (3/3)
Overeager Cadet (2/2)
Drill Sergeant (3/3)
Makeshift Rambaster (1/1)
Lobber (2/2)
Firebat (3/3)
Bombaster (2/2)
Overeager Cadet (2/2)
Flagstone Garrison (4)


WORKERS
Scorch
Pillage
Careless Musketeer (2/1)
Bloodburn
Charge
Bombaster (2/2)


NextHand

Bloodrage Ogre (3/1)
Lobber (2+1/2)
Flagstone Spy (3/3A)
Nautical Dog (1/1)


Discard

Firebat (3/3)
Makeshift Rambaster (1/1)


Tech 2 card(s)
Get Paid + float + scav - ($11)
cadet suicides into starlet for 1 damage after armor
Sergeant, draw 1 - ($8)
Sergeant, RS, draw 1, rune #1 - ($5)
cadet, draw 1, rune #3
lobber, draw 1, rune #5 - ($4)
cadet, draw 1, rune #7
garrison #2 - ($1)
worker - ($0)
move around some runes

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (5/5A)+++
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (5/5)+++
  • :pschip: Technician: Lobber (3/3)+
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Drill Sergeant (3/3)
  • Drill Sergeant (3/3)
  • Flagstone Garrison (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

bummer to draw garrison instead of any hasters, but still I got the big turn!
Now it’s time for mortal combat: “resistance is futile”