That’s a very nice way of thinking! I’d be game for going through these seasons…!
This aggressive use of your resource “hand size” is quite a thing. I now have both tech 1 units online and a perfectly stacked next cycle in case I choose to tech up next turn. That’s probably the biggest difference. But yeah, with scribes this can also be taken care of rather quickly. But let me take care of that aven of yours first
CAPS25 round 6 P1T3
P1 [Blood]/Feral/Truth vs. P2 [Law]/Peace/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Reteller of Truths (3/3)
Macciatus, The Whisperer (3/3)
STARTING HAND
Spectral Hound (3/3)
Charge
Spectral Hound (3/3)
Bloodburn
Bombaster (2/2)
Bloodrage Ogre (3/2)
WORKERS
Scorch
Pillage
Charge
NextHand
Careless Musketeer (2/1)
Nautical Dog (1/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Tech 2 card(s)
technician draw
Get Paid - ($6)
Worker - ($5)
BB - ($2)
Cal trades porky
two hounds - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Spectral Hound (3/3)
Elite:
Scavenger:
Technician: Spectral Hound (3/3)
Lookout:
In Play:
- Bloodburn *
Buildings:
Base HP: 20
Tech I: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
would have never guessed that he would go down on cards while allowing me to draw a sixth one… that’s going to be crippling for him in terms of cycle speed
even if I again run into boot camp I should be fine now (which I seriously doubt)
edit: added tech building