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:
-
Squad Leader: Overeager Cadet (5/5A)+++
-
Elite:
-
Scavenger: Overeager Cadet (5/5)+++
-
Technician: Lobber (3/3)+
-
Lookout:
In Play:
- Flagstone Garrison (4)
- Drill Sergeant (3/3)
- Drill Sergeant (3/3)
- Flagstone Garrison (4)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
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”