Ok, I may be officially out, but lets see how this plays out
Purple vs Purple P2T6
P1 [Past]/Present/Future vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Shimmer Ray (3/4)
STARTING HAND
Tinkerer (1/2)
Ready or Not
Nullcraft (1/1)
Seer (2/1)
WORKERS
Time Spiral
Fading Argonaut (2/3, fade 3)
Forgotten Fighter
Plasmodium (4/4, fc 3)
Tinkerer (1/2)
NextHand
Ready or Not
Temporal Research
Research & Development
Vir dies; gain gold - ($1)
Time spiral removes a token from rememberer;
rememberer dies as it remembers itself back to the board
(see codex ruling spreadsheet – Remember can bring itself back
If thats a problem, then it remembers the other rememberer in discard.)
Tricycloid destroys tech 2; base damage
Tower destroyed; base damage
2 damage to tech 1
Shimmer ray hit
Tech 2 cards
upkeep: Shimmer ray fade 2, rememberer fade 2
Rememberer recalls second rememberer from discard
No, it has to recall a tech 1 unit.
Double bloop – no tech 1 unit fades.
Triple bloop – no remberable unit in discard pile.
Get Paid - ($10)
Rememberer that started my turn on board (remembered as you faded the last one out) attacks and trades with your squad leader tricycloid (battle suits gets past the armor); both to discard.
Hero Max - ($8)
Shimmer ray attacks your tech 2
Ready or not - ($4)
Shimmer ray attacks your tech 2; destroy it, base damage
Seer (1/2); add one time rune to your forecast token - ($3)
Worker - ($2)
Rebuild tech 2
Float ($2)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Seer (2/1)
Technician:
Lookout:
In Play:
- Battle Suits
- Shimmer Ray (3/3) fade 2
Buildings:
Base HP: 16
Tech I HP: 3
Tech II HP: 5 (Past)
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 2
- Workers: 10
Thoughts
… Ugh, the chain of memories is broken :-).
Ready or not will delay him a turn.
… that, and the lost tech building, give me basically a one turn lead to tech 3.
(Remember, ready or not means your units do NOT UNTAP)