This is such a lost cause… But well, at least I was finally able to pull of one nice trick that I dreamt of after my first encounter with Juggermox:
CAPS25 FINALS part 2 P2T8
P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)
STARTING HAND
Shoddy Glider (3/1)
Huntress (3/1)
Kidnapping
Desperation
WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)
NextHand
Bombaster (2/2)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Kidnapping
Tech 2 card(s)
Get Paid - ($10)
Drakk directly to midband - ($5)
kidnapped Mox kills Fargo - ($1)
Glider from hand, oh no! my Mox is trashed… What a pity! - ($0)
Glider kills Zane, Drakk to maxband. Ephemeral triggers after RS
rebuild tech 3
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Drakk (3/4, lvl6)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 17
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 11
- Disc: 1
Gold:
- Gold: 0
- Workers: 10
Thoughts
should have build a tower last turn. All these small units are now neck breaking. But well, if he has Garrison+DS, which I fear a lot, the game is over either way. If he doesn’t I might stand a chance in case I’m able to get a PGC into play