jepp, I’m definitely going to do so
Double tech break was really tempting, but I didn’t want to go down on cards, yet. Let’s do so when I have lethal
CAPS25 round 4 P1T6
P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Desperation
Shoddy Glider (3/1)
STARTING HAND
Makeshift Rambaster (1/2)
Crashbarrow (6/2)
Bloodrage Ogre (3/2)
Scorch
Shoddy Glider (3/1)
WORKERS
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
Bombaster (2/2)
Scorch
NextHand
Desperation
Makeshift Rambaster (1/2)
Spectral Hound (3/1)
Crashbarrow (6/2)
Land Octopus (8/7)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
midband quince pings SL, maxband heals - ($5)
CB, mirror copies - ($2)
mirror CB trades SL, op kills fargo
drakk attacks prynn
CB kills prynn, op breaks tech 2, drakk to maxband
new mirror - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: mirror 0/1
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- quince (1/5, lvl5)
- drakk (3/4, lvl6)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
double tech break is really tempting, but let’s wait until I don’t have to worker anymore. This game is already decided so I shouldn’t worry too much. The only risk that I can see is double now + argo to kill drakk while still having some defense. which would deactivate my LOs, but everything else should face lethal next turn. And with him only having 4 cards in hand and one copy of Argo already on the table while he didn’t directly tech two copies in the first place: that’s a risk I’m easily willing to take