CAMS22 Round5 P1T3
P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Flagstone Garrison (4)
Overeager Cadet (2/2)
STARTING HAND
Lobber (2/2)
Mad Man (1/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
WORKERS
Scorch
Pillage
Careless Musketeer (2/1)
NextHand
Charge
Lobber (2/2)
Bloodburn
Lobber (2/2)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bogre kills SL
Vandy kills brother, sparkshots tenderfoot, you draw
MSR kills tenderfoot, you gain 1 - ($3)
dog runs into garth
lobber trades garth, vandy midband heals - ($2)
Float ($2)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Bloodrage Ogre (3/1)
- Makeshift Rambaster (1/1)
- Vandy (3/4, lvl3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
Thoughts
bloomed garth??? what’s that for? But as I can easily kill him with only 2g invest, I don’t have to worry about that