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:
Squad Leader:
Elite: Quince (1/5, lvl5)
Scavenger:
Technician:
Lookout:
In Play:
- Drakk (3/2, lvl6)
- Bombaster (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
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