(creating thread) (one moment while I get the spreadsheet going)
See if I got this to work right or not …
Ok, redone with the other version of the sheet, and it’s working better.
enter a name here P1T1
P1 [Past]/Present/Future vs. P2 [Necromancy]/Anarchy/Blood
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Nullcraft (1/1)
Hardened Mox (1/1)
Time Spiral
Temporal Research
Forgotten Fighter
WORKERS
Neo Plexus (2/2)
NextHand
Hardened Mox (1/1)
Battle Suits
Nullcraft (1/1)
Forgotten Fighter
Time Spiral
Discard
Tinkerer (1/2)
Fading Argonaut (2/3, fade 3)
Temporal Research
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Plasmodium (forecast) - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium (4/4, fc 3)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 2
- Workers: 5
Thoughts
Next turn: Mox (which will be late, and much less useful; probable worker),
Nullcraft (still a good attacker) (2)
Suits (kinda want) (2) (does not have to be now)
Forgotten fighter (ehh…)Time Spiral (… maybe …) (2+1)
Good next turn play: Prynn (2), Null (2), Spiral (1), worker (1)So float 1 gold this turn.
Spending only 2, the choice is fading or plas. Spiral brings it out t3, so plas it is.
For worker: Temp research and Tinkerer are potentiallly useful. Fading is for the rememberers strategy. Elimination makes it Neo.
For keybounce
Seems like you’re spoiler (and bold font) tags aren’t working quite right. Try keeping them on separate lines maybe? Hard to tell without the exact layout to check what’s gone wrong
GL, HF!
P2T1
Starting hand: 5
Poisonblade Rogue
Jandra, the Negator
Skeleton Archery
Deteriorate
Sacrifice the Weak
Thoughts
Taking a Skeleton over the Rogue here, because it leaves me enough gold for Imp + Skeleton + Haunt next turn. Skeleton goes in front, in case of Nullcraft.
Get paid - (5)
Worker - (4)
Garth Torken - (2)
Garth summons a Skeleton - (1)
Float 1 gold
Discard 4, draw 5
Skeleton 1/1+1A
Garth L1 1/3 (1g, once per turn: summon a Skeleton)
Base HP: 20
Hand: 5
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Graveyard
Summon Skeletons
Deck: 0
Discard: 4
Poisonblade Rogue
Skeleton Archery
Deteriorate
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10
0 on board
5 in hand
0 in deck
4 in discard
1 in workers
Gold: 1
Workers: 6
5 x start
T1: Jandra, the Negator
Oh, i found out in doing some testing. When you select and copy a cell from google sheets, you pull some formatting as well. When you click inside the cell, and then select the text, it comes clean.
Yeah, when I used the sheet I remember that being a common problem.
Name, purple vs Garth-red P1T2
P1 [Past]/Present/Future vs. P2 [Necromancy]/Anarchy/Blood
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Seer (2/1)
Knight of the Conclave (4/4, fc3)
STARTING HAND
Battle Suits
Forgotten Fighter
Time Spiral
Nullcraft (1/1)
Hardened Mox (1/1)
WORKERS
Neo Plexus (2/2)
Forgotten Fighter
NextHand
Hardened Mox (1/1)
Battle Suits
Time Spiral
Fading Argonaut (2/3, fade 3)
Nullcraft (1/1)
Tech 2 card(s)
Upkeep Plas fc 2
Get Paid + float - ($6)
Worker - ($5)
Prynn (1; 1/3; fade 4) - ($3)
Cast Time Spiral (Plas is now FC 1) - ($2)
Tech 1 building - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Prynn (1; 1/3; fade 4)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium (4/4, fc 1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
Thoughts
(This) turn: Mox (which will be late, and much less useful; probable worker),
Nullcraft (still a good attacker) (2)
Suits (kinda want) (2) (does not have to be now)
Forgotten fighter (ehh…)Time Spiral (… maybe …) (2+1)
Good (this) turn play: Prynn (2), Null (2), Spiral (1), worker (1)So float 1 gold this turn.
For worker: Temp research and Tinkerer are potentiallly useful. Fading is for the rememberers strategy. Elimination makes it Neo.
So for worker this turn: Forgotten fighter does not target 3 attack t1. Nor T0 attack 3. Sheesh. Worker.
Moving forward: The plan is …
He can kill off one HP units. So Present relying on Chrono fixer and gate disciple is a bad choice. Present magic can get units from codex. In particular, it returns cards to hand, so that restores card draw. It refreshes seer/time tokens.
End game plans: Rock thrower (ok, time rocks) (Tricycloid) can not only take care of pests, IT BUFFS. All the time manipulation can make it more powerful.
Rememberers exchange for void star, tricycloid (Both of which buff), hyperion, and Xenostalker (the anti-skeleton). And if I have one rememberer, it remembers the other one.
Yes, this may bloat my deck. :-)Note: Temporal distortion (remove a unit to bring in a new one) goes with Second Chances (return unit to play). Tricycloid’s “leave and return for another set of rocks” only works if I have that, as I can only play it from codex. (Or, … tech lab, I suppose).
Now, plan for next turn and tech. I will have 6 gold come in.
Worker (5)Tech 1 (4)
78% change of getting at least one of my techs.
50% chance of either specifically.both … about 25%?
What do I want to play next turn, ideally?
I will have 3 time tokens (prynn forecast), so for 2 gold I get back to 5 cards.
2 more gold lets me do … 0 cost forecast and time token games.
Oh crap, I made a mistake. This is the turn I have 6 workers, and to play a tech 1 next turn it has to be built now.
May I redo my turn?
Change would be remove Nullcraft; make tech 1, float one gold.
That’s fine, just redo your draw for next turn too.
Done. Thank you.
P2T2
Starting hand: 5
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Graveyard
Summon Skeletons
Thoughts
Standard stuff, here.
Teched cards: 2
T2: 2 x Bone Collector
Get paid + float - (7)
Worker - (6)
Expensive Tech I - (4)
Thieving Imp, you discard card #4 of 5 - (1)
Garth summons a Skeleton - (0)
Pestering Haunt
Discard 2, reshuffle 8, draw 4
Thieving Imp 2/2+1A
Skeleton #1 1/1
Skeleton #2 1/1
Garth L1 1/3 (1g, once per turn: summon a Skeleton)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t be sacrificed or patrol)
Base HP: 20
Tech I HP: 5
Hand: 4
Poisonblade Rogue
Sacrifice the Weak
Bone Collector
Graveyard
Deck: 4
Skeleton Archery
Deteriorate
Bone Collector
Skeleton Javelineer
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Jandra, the Negator
T2: Summon Skeletons
What was meant by “Technician Draw: 2”?
… lucky guess on the discard : - )
New plan time.
It’s a typo, there are the two teched cards behind this spoiler
Indeed. Fixed, thanks!
I’m just realizing how annoying discard a card is. Lose a gold is significantly less annoying.
EDIT: And the every turn chump blocker for 1 gold and no card, that I need gold (2) and card to counter. (Plus the threat when you get 5 and a tech 2 unit)
Please keep track of your buildings. Also you are not allowed to play a second hero without heros Hall or tech 2
I thought tech 1 allowed 2 heros?
(rechecks the rules)
WHOPPS.
Ok, let me redo this then.
Thanks for that, but still please mark your buildings in the sheet so that they are listed in the post. Tech 1 is still missing
Here you go
Name, purple vs Garth-red P1T3
P1 [Past]/Present/Future vs. P2 [Necromancy]/Anarchy/Blood
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Seer (2/1)
Sentry (3/2)
STARTING HAND
Time Spiral
Hardened Mox (1/1)
Battle Suits
Nullcraft (1/1)
Fading Argonaut (2/3, fade 3)
WORKERS
Neo Plexus (2/2)
Forgotten Fighter
Hardened Mox (1/1)
NextHand
Temporal Research
Seer (2/1)
Knight of the Conclave (4/4, fc3)
Nullcraft (1/1)
Tinkerer (1/2)
Tech 2 card(s)
(Discarded a card from the imp)
Upkeep Plas arrives, Prynn fade 3
Get Paid + float - ($7)
Upgrade Prynn to 4 - ($4)
Worker - ($3)
Float ($3)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite: Prynn (4; 2/4; fade 3)
- Scavenger:
- Technician: Plasmodium (4/4)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 3
- Workers: 7
Thoughts
78% change of getting at least one of my techs.
So of course I get none.
This is a much simpler plan. Defend and get something to work with next turn.
P2T3
Starting hand: 4
Poisonblade Rogue
Sacrifice the Weak
Bone Collector
Graveyard
Thoughts
Well, I was planning to doing Tech II + Bone Collector, but with that patrol setup, I’m thinking kill Prynn with Imp and Skeletons, Sacrifice the Weak to kill Plasmodium, Garth and Haunt hit buildings. Actually, maybe the Sacrifice the Weak isn’t necessary: Bone Collector in Elite is enough to deter Plasmodium for now, if Prynn isn’t around to move it out of the way.
For teching, I’m going with Bloodlust + Octopus, because it’s been useful before for accelerating the game before Immortals make my life too difficult.
Teched cards: 2
T2: 2 x Bone Collector
T3: Bloodlust, Land Octopus
Get paid - (7)
Worker - (6)
Tech II Blood - (2)
Theving Imp and Skeletons trade with Prynn, Garth hits level 3
Bone Collector - (0)
Pestering Haunt hits Tech I to 4
Discard 2, draw 4
Bone Collector 1+3/3 (attacks: gain a Skeleton)
Garth L1 1/3 (1g, once per turn: summon a Skeleton)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t be sacrificed or patrol)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Hand: 4
Skeleton Archery
Deteriorate
Bone Collector
Skeleton Javelineer
Deck: 0
Discard: 5
Bloodlust
Land Octopus
Thieving Imp
Sacrifice the Weak
Graveyard
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
4 in hand
0 in deck
5 in discard
3 in workers
Gold: 0
Workers: 8
5 x start
T1: Jandra, the Negator
T2: Summon Skeletons
T3: Poisonblade Rogue