That’s a scary troq over there… But at the cost of a tech skip this seems to be fine for now… Let’s hope I don’t underestimate your intimidates.
CAPS25 round 5 P2T2
P1 [Bashing]/Balance/Disease vs. P2 [Blood]/Feral/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Crashbarrow (6/2)
Crashbarrow (6/2)
STARTING HAND
Mad Man (1/1)
Bombaster (2/2)
Nautical Dog (1/1)
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
WORKERS
Bloodburn
Careless Musketeer (2/1)
NextHand
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Crashbarrow (6/2)
Charge
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cal kills tenderfoot
bombaster - ($3)
dog - ($1)
tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog (1/1)
Technician: Bombaster (2/2)
Lookout:
In Play:
- Cal (2/2, lvl1)
Buildings:
Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
even without the tech skip he likes his intimidates, so that’s what I should expect. hence two units in patrol seems to be the right call…