Even if I were allowed to pick any 5 cards that I want from my deck I don’t see a line that prevents me from just losing next turn. No way I can inflict enough damage to prevent you from getting lethal. Only picking glider from deck plus glider from discard would turn the tides by breaking your base, but that’s another story.
I lost that game with workering scorch and pillage. Otherwise I could have triple barrowed you in t6 to bring your base down to 2 with drakk still on the table. This double tech break stalling with the very real danger of losing both of my maxband heros was a dead end. Peace engine with enough money is way superior to blood engine there, even without BS as we saw this game.
But to give you the honor, I will not concede. Now finish me.
CAPS25 FINALS part 2 P2T9
P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Bloodrage Ogre (3/2)
Kidnapping
Bombaster (2/2)
Nautical Dog (1/1)
Pirate-Gang Commander (6/6)
WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)
NextHand
Captured Bugblatter (4/2)
Desperation
Mad Man (1/1)
Crash Bomber (2/2)
Crashbarrow (6/2)
Discard
Shoddy Glider (3/1)
Nautical Dog (1/1)
Pirate-Gang Commander (6/6)
Kidnapping
Tech 0 card(s)
Get Paid - ($10)
midband Cal - ($6)
quince - ($4)
bombaster - ($2)
bogre - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Cal 3/4
Elite: quince 1/3
Scavenger: Bombaster (2/2)
Technician: Bloodrage Ogre (3/2)
Lookout: mirror 0/1
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 15
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
edit in opening text only