CAMS22 Round5 P2T5
P1 [Necromancy]/Blood/Truth vs. P2 [Fire]/Demonology/Peace
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Lobber (2/2)
Overeager Cadet (2/2)
STARTING HAND
Drill Sergeant (3/3)
Overeager Cadet (2+1/2)
Flagstone Garrison (4)
Flagstone Garrison (4)
Mad Man (1/1)
Shadow Blade
Lobber (2/2)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Dark Pact
WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer (2/1)
Shadow Blade
NextHand
Lobber (2/2)
Bombaster (2/2)
Charge
Overeager Cadet (2/2)
Discard
Dark Pact
Flagstone Garrison (4)
Tech 2 card(s)
Get Paid + float + scav - ($12)
Garrison - ($9)
Sergeant, draw - ($6)
cadet, draw, rune #1
MM, draw, rune #2 - ($5)
lobber, draw, rune #3 - ($4)
MSR, rs, draw, rune #4 - ($2)
dog, draw, rune #5 - ($1)
worker - ($0)
lobber with 3 runes kills Garth
Vandy + MM break tech 2, base to 18
MSR with 2 runes break tech 1, base to 16
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Nautical Dog (1/1A)
-
Elite:
-
Scavenger:
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- Vandy (4/1, lvl5)
- Flagstone Garrison (4)
- Drill Sergeant (3/3)
- Makeshift Rambaster (3/4)++
- Mad Man (1/1)
- Lobber (5/2)+++
Buildings:
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 10