[CAPS25] FINALS - part 2: P1 FrozenStorm [Past]/Peace/Anarchy vs P2 zango [Blood]/Feral/Truth

Last game was nasty XD let’s see if we can find a more even matchup. GL HF @zango !

CAPS Finals pt 2, Player 1, Turn 1

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Plasmodium
Time Spiral
Forgotten Fighter
Nullcraft
Fading Argonaut

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)
All Teched Cards

Main:

  • Fading Argonaut (2)
  • Worker (1)
Workers

Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3a fade 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Hardened Mox
Battle Suits
Tinkerer
Temporal Research
Neo Plexus

End of Turn Discard
My Thoughts

Maybe going second wasn’t the best… Maybe skipping Tech1 is actually the play? It’s just hard to deal with Cala + Red as Purple! The midband is very strong


More even sounds great. But actually I’m not entirely sure how to pull that one off. Have a look at the board state of yours when my two strikes finished you. I’m not sure that my deck can compete with that if I restrict myself to fair strategies… :person_shrugging:
Either way, hope you have a lot of fun and luck in this game!

CAPS25 FINALS part 2 P2T1

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bombaster (2/2)
Mad Man (1/1)
Charge
Nautical Dog (1/1)
Makeshift Rambaster (1/2)


WORKERS
Charge


NextHand

Bloodrage Ogre (3/2)
Scorch
Pillage
Careless Musketeer (2/1)
Bloodburn


Discard

Makeshift Rambaster (1/2)
Mad Man (1/1)
Bombaster (2/2)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cal (what a surprise) - ($2)
dog - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

against Fargo I really want that bogre plus midband Cal next turn. let’s bait NC as it decreases the ground defense and with the huntress threat those invested two gold hurt his early play probably more than the possibility of me losing a card at no gold expense

Maybe “keep Cala out of it” is a decent start?

CAPS Finals pt 2, Player 1, Turn 2

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Hardened Mox
Battle Suits
Tinkerer
Temporal Research
Neo Plexus

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards (except turn 1)
All Teched Cards

Boot Camp x2


Main:

  • Fargo hits Cala for 2, takes 2
  • Zane, trades with Cala, levels fizzle (4)
  • Hardened Mox (1)
  • Worker (0)
Workers

Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Fading Argonaut (2/1 fade 2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Time Spiral
Tinkerer
Forgotten Fighter
Boot Camp
Neo Plexus

End of Turn Discard
My Thoughts

Who needs a tech1 anyway? XD Taking Cala off the board for the early game feels worth here, I can Oni + Boot Camp + Tech1 next turn and see if I can’t still snowball the Mox a bit while I get set up with the Garrison compound. He either has to bring the less problematic heroes out, or wait to attack with Cala until turn 4, both are good situations for me, and I still deny Hounds as a tech1 option.


I really liked it more when you played nightmare, there you weren’t as easily able to surprise me :sweat_smile:

CAPS25 FINALS part 2 P2T2

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Huntress (3/3)
Crashbarrow (6/2)


STARTING HAND
Scorch
Bloodburn
Careless Musketeer (2/1)
Pillage
Bloodrage Ogre (3/2)


WORKERS
Charge
Bloodburn


NextHand

Scorch
Huntress (3/3)
Mad Man (1/1)
Bombaster (2/2)
Pillage


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Drakk - ($4)
Bogre - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

puh, didn’t consider the possibility of him really going for the tech skip. But well, so far the trade was good for me as P2, but as it got me rid of my primary win con that was definitely worth it for him.
Tech choice: that juggermox forces me to inlcude one additional tech 2 Unit in my third cycle, Going for the split as I think I need to gamble a bit, maybe I’m lucky and draw that one huntress in T3

Zane keeps it spicy XD

CAPS Finals pt 2, Player 1, Turn 3

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Time Spiral
Tinkerer
Forgotten Fighter
Boot Camp
Neo Plexus

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards (except turn 1)
All Teched Cards

Overeager Cadet x2
Boot Camp x2


Main:

  • Neo Plexus (4)
  • Tech 1 (2)
  • Worker (1)
Workers

Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/1a fade 1)
  • :psfist: Elite: Hardened Mox (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Neo Plexus (2/2)
  • :target: Lookout:

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Battle Suits
Nullcraft
Boot Camp
Forgotten Fighter
Overeager Cadet

End of Turn Discard
My Thoughts

Not sure why I thought I’d be safe to put Oni out here and BC Mox… I’d be a sitting duck. Tech 1 and OCs should mean I can tech up and BC safely next turn though. That’ll work fingers crossed


Sorry, wasn’t able to post a turn before I went to a festival, until Saturday my turns will be very slow

No worries!

1 Like

Thank you for your patience

CAPS25 FINALS part 2 P2T3

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Crashbarrow (6/2)


STARTING HAND
Mad Man (1/1)
Pillage
Bombaster (2/2)
Huntress (3/3)
Scorch


WORKERS
Charge
Bloodburn
Scorch


NextHand

Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Pillage
Shoddy Glider (3/1)
Crashbarrow (6/2)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Dog trades SL
Bogre trades technician
huntress - ($4)
Tech 2 - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk (1/3, lvl1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

was torn between going for feral strike or mirror CB and whether to prevent boot camp + tech 2 via pillage or not

I am a little afraid I’m outmatched on tech 2 but we’ll see

CAPS Finals pt 2, Player 1, Turn 4

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Battle Suits
Nullcraft
Boot Camp
Forgotten Fighter
Overeager Cadet
Boot Camp (techn)
Overeager Cadet (BC)

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Overeager Cadet x2
Boot Camp x2


Main:

  • Onimaru (6)
  • Boot Camp Mox, draw 1 (5)
  • Overeager Cadet
  • Overeager Cadet
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Onimaru (2/3 lvl 1)
  • Hardened Mox (2/2, +)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Tinkerer
Nullcraft
Neo Plexus
Boot Camp
Boot Camp

End of Turn Discard
My Thoughts

Not sure I love my position here still but we’re working with it


CAPS25 FINALS part 2 P2T4

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Desperation


STARTING HAND
Crashbarrow (6/2)
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Shoddy Glider (3/1)
Pillage


WORKERS
Charge
Bloodburn
Scorch
Pillage


NextHand

Bombaster (2/2)
Mad Man (1/1)
Nautical Dog (1/1)
Bloodrage Ogre (3/2)


Discard

Shoddy Glider (3/1)
Crashbarrow (6/2)
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Shoddy Glider (3/1)
Desperation


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
glider kills SL - ($6)
CB kills technician, op 4 damage to your tech 2 - ($3)
drakk breaks tech 2
huntress kills Oni
Cal - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Cal (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk (1/3, lvl3)
  • Huntress (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

80% for double CB next turn unless Cal survives… nice!

Post draw: I guess bottom decking CB is just fair after that awesome t3 split :tired_face:

Starting to get a little dicey already…

CAPS Finals pt 2, Player 1, Turn 5

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Tinkerer
Nullcraft
Neo Plexus
Boot Camp
Boot Camp
Fading Argonaut (techn)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Elite Training, Calypso Vystari
Flagstone Garrison, Calypso Vystari
Overeager Cadet x2
Boot Camp x2


Main:

  • Zane + Midband, kill Cala, maxband and heal, we each get 1g (4)
  • Nullcraft, trades with Huntress (2)
  • Fading Argonaut (0)
Workers

Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Peace

In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/2a +)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (2/3)
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)
  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Calypso Vystari
Battle Suits
Flagstone Garrison
Nullcraft
Overeager Cadet

End of Turn Discard
My Thoughts

I dont think I win this endgame vs truth blood but we’ll try it


I really like seing the garrison player to do a worker skip. What I really don’t like is feeling forced to do the same…

CAPS25 FINALS part 2 P2T5

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Kidnapping
Desperation


STARTING HAND
Nautical Dog (1/1)
Bombaster (2/2)
Mad Man (1/1)
Bloodrage Ogre (3/2)


WORKERS
Charge
Bloodburn
Scorch
Pillage


NextHand

Bombaster (2/2)
Crashbarrow (6/2)
Careless Musketeer (2/1)
Desperation


Tech 2 card(s)
Get Paid + float + scav - ($11)
maxband drakk sidelines Mox - ($8)
dog, gains haste, trades technician - ($7)
maxband quince - ($1)
mm, mirror copies - ($0)
my two mm trade your Zane

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Quince (1/5, lvl5)

In Play:

  • Drakk (3/2, lvl6)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

it sucks so hard not having a CB here… and me having been afraid of maxband Zane looking Cal via shove to scavenger obviously also was nonsense…
post draw: really would have preferred to not directly draw a desperation, but well…

I don’t think I’m going to survive this for long lol…

CAPS Finals pt 2, Player 1, Turn 6

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Calypso Vystari
Battle Suits
Flagstone Garrison
Nullcraft
Overeager Cadet
Elite Training (techn)
Calypso Vystari (OC)
Boot Camp (Vystari)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Flagstone Garrison, Drill Sergeant
Elite Training, Calypso Vystari
Flagstone Garrison, Calypso Vystari
Overeager Cadet x2
Boot Camp x2


Main:

  • Flagstone Garrison (5)
  • Overeager Cadet, exhausted, draw 1
  • Calypso Vystari, exhausted Draw 1 (4)
  • Calypso Vystari (3)
  • Prynn (1)
  • Worker (0)
Workers

Elite Training, Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Peace

In Patrol:

  • :psblueshield: Squad Leader: Prynn (1/3a lvl 1)
  • :psfist: Elite: Hardened Mox (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Calypso Vystari (2/2)
  • :target: Lookout:

In Play:

  • Overeager Cadet (2/2)
  • Calypso Vystari (2/2)
  • Flagstone Garrison

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Neo Plexus
Tinkerer
Overeager Cadet
Boot Camp
Flagstone Garrison

End of Turn Discard
My Thoughts

Lucky there to only have Mad Man, don’t think I’ll be so lucky this next turn… I can kill Quince but I don’t think I’m that much better off


I share your pessimism, but from the other side :rofl:
If only I hadn’t bottom decked that CB last round…

But before I decide on my turn: your Garisson is missing and I wanted to check whether this influences your card count.

I assume all is fine on that side?

never mind, don’t think that calculating the exact probabilities on you having BS or other specific cards next to that second cadet in your hand has enough impact to change my turn, hence I logged it already in.

My card draws continue to line up rather weirdly. After a phenomenal T3 split I bottom decked my second CB end of turn 4, now I won the coin flip with fishing for glider… let’s see where this takes me, but of one thing I’m certain: the climax of my deck lies in the past, especially with my wrecked hand size. But the one of your deck is in the future. If I hadn’t won that coin flip, I guess the game would already have been over for me. But I guess one not too unlucky hand of six now should be enough to strike back thoroughly and to stabilize after that… We’ll see…
PS: I think that’s the first time ever that I actually played a desperation. Feels awesome to get that extra burst, but feels horrible to waste away those two cards after drawing them.

CAPS25 FINALS part 2 P2T6

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Crash Bomber (2/2)
Captured Bugblatter (4/2)


STARTING HAND
Crashbarrow (6/2)
Desperation
Careless Musketeer (2/1)
Bombaster (2/2)
Mad Man (1/1)
Nautical Dog (1/1)
Shoddy Glider (3/1)


WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)


NextHand

Makeshift Rambaster (1/2)
Crashbarrow (6/2)


Discard

Crashbarrow (6/2)
Crash Bomber (2/2)
Captured Bugblatter (4/2)
Shoddy Glider (3/1)
Mad Man (1/1)
Nautical Dog (1/1)


Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
bombaster, gains haste - ($6)
mirror - ($4)
CB - ($1)
desperation, trash card, draw 3
glider breaks garrison - ($0)
mirror kills SL, op sidelines mox
CB trades technician, OP breaks tech 2
bombaster & drakk break tech 1
discard my hand the end of my main phase

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Quince (1/5, lvl5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/2, lvl6)
  • Bombaster (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

1 damage short of checkmating via double mirrored CB with drakk suiciding next turn. In the end this desperation does not sound anymore that bad. If I am lucky and draw a glider, I can break both tech buildings and the garrison while patrolling with quince. If I draw MM I can trade the backline units with mine and break the garisson and tech 2 with no patrol. Both lines are far from good with the expected counter punch, but the best that I was able to come up with.
Now I need to stabilize after going down to two cards… That’s not going to be easy, but that clear-all-buildings-turn might provide just enough breathing space

post draw: omg, if he has BS and opts for tech break with zane, I’m toast

It was yep, sorry about the missing Garrison confusion.

Looking bleak lol

CAPS Finals pt 2, Player 1, Turn 7

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Neo Plexus
Tinkerer
Overeager Cadet
Boot Camp
Flagstone Garrison
Nullcraft (techn)
Drill Sergeant (BC)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Surprise Attack, Chaos Mirror
Flagstone Garrison, Drill Sergeant
Elite Training, Calypso Vystari
Flagstone Garrison, Calypso Vystari
Overeager Cadet x2
Boot Camp x2


Main:

  • Onimaru (7)
  • Mox hits Quince for 2
  • Boot Camp Mox, draw 1 (6)
  • Nullcraft, hit Quince for 1 (4)
  • Overeager Cadet trades Quince, Oni to level 3
  • Vystari trades with Drakk, my base to 13, Oni to level 5
  • Maxband Oni (1)
  • Worker (0)
Workers

Tinkerer, Elite Training, Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: DOWN Peace

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (4/5a lvl 8)
  • :psfist: Elite: Soldier (1+1/1)
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1)
  • :target: Lookout:

In Play:

  • Hardened Mox (3/3, ++)
  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Battle Suits
Fading Argonaut
Boot Camp
Neo Plexus
Overeager Cadet

End of Turn Discard
My Thoughts

Glider and Crashbarrow mirror, oof. I’m not dead dead though! If Oni can survive maybe I can hit back, as it stands though I think it’s probably gonna be tech 3 and I bleed out. We’ll see


CAPS25 FINALS part 2 P2T7

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Crashbarrow (6/2)
Makeshift Rambaster (1/2)


WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)


NextHand

Kidnapping
Shoddy Glider (3/1)
Huntress (3/1)


Discard

Crashbarrow (6/2)
Crash Bomber (2/2)
Captured Bugblatter (4/2)
Shoddy Glider (3/1)
Mad Man (1/1)
Nautical Dog (1/1)
Crashbarrow (6/2)
Makeshift Rambaster (1/2)


Tech 0 card(s)
Get Paid - ($10)
Cal - ($8)
yet another CB, kills Oni - ($5)
tech 3 - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (3/4, lvl3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I should probably just concede here. no way I can stabilize against his way superior engine. Also I didn’t see last turn that his RS was coming so fast, hence I expect him to definitely have the next Garrison exactly when he needs it. Tech break is easily possible for him unless I kill all three soldiers, which looks like a dead end to me, so I’m intending to add some extra spice for him and do a classical poker bluff of building tech 3, without any tech 3 units in my deck. But well, at least it provides the option to cast my two other heroes next turn even if he breaks tech 2 (or hopefully tech 3)

So many barrows :skull: is it overpowering something?

as Drakk is dead it only has 6 attack, so nothing left to overpower it’s attack to

1 Like

Lol my bad, in my head Oni had 5hp so I was thinking 6>5, forgetting the armor

Maybe looking less bleak?

CAPS Finals pt 2, Player 1, Turn 8

P1 PPA 2.1a vs P2 [Blood]/Feral/Truth

Starting Hand

Battle Suits
Fading Argonaut
Boot Camp
Neo Plexus
Overeager Cadet
Surprise Attack (Zane techn)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No techs for now
All Teched Cards

Surprise Attack, Chaos Mirror
Flagstone Garrison, Drill Sergeant
Elite Training, Calypso Vystari
Flagstone Garrison, Calypso Vystari
Overeager Cadet x2
Boot Camp x2


Main:

  • Zane + maxband, pay resist to move bombaster to lookout (2)
  • Nullcraft pings down bombaster
  • Zane kills Cala, takes 3, levels Fizzle
  • Mox and soldiers break your tech 3, your base to 18
  • last soldier hits your base to 17
  • Fading Argonaut (0)
  • Overeager Cadet
Workers

Tinkerer, Elite Training, Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 Peace

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Hardened Mox (3/3, ++)
  • Nullcraft (1/1)
  • Soldier (1/1)
  • Soldier (1/1)
  • Soldier (1/1)
  • Zane (4/1 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Calypso Vystari
Overeager Cadet
Flagstone Garrison
Chaos Mirror
Drill Sergeant

End of Turn Discard
My Thoughts

Maybe I’m not dead yet … ? I’m keeping a decent board. I suspect may be better off trying to time a double tech break, I highly doubt the PGC is in hand, but PGC would actually sink me, so I think I gotta play safe and try to keep it down