I am not saying that drawing 5 each turn is the meta (if you watch my own games, I will go down on cards often from turn 2, drawing 4 or even 3), but that since the amount you can draw is capped at 5 (in the discard/draw phase at least), discarding more then 3 can be view as a waste, and should have a good reason for it.
Sorry I havenāt been giving you more advice, but Shadow_Night_Black keeps beating me to the punch! Out of curiosity, have you read the articles Sirlin wrote about the game during the Kickstarter? I think the thing about how many cards you draw each turn was discussed in one of them.
P2T3
Tech StartingHand Workers
TECH
Barkcoat Bear
Ferocity
STARTING HAND
Playful Panda
Forestās Favor
Spore Shambler
Ironbark Treant
Tiger Cub
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
NextHand
Merfolk Prospector
Rampant Growth
Centaur
Tiny Basilisk
Discard
Tiger Cub
Forestās Favor
Barkcoat Bear
Ferocity
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit Spore Shambler, who arrives with two +1/+1 runes - ($3)
Recruit Playful Panda and Wisp - ($1)
Calamandra kills Musketeer and takes 2 damage
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2+a) (Canāt attack) (Resist 1)
-
Elite: Wisp (0+1/1) (Resist 1)
-
Scavenger: Spore Shambler (2/3) (++) (Resist 1)
-
Technician:
-
Lookout:
In Play:
- Calamandra Moss Lv. 3 (3/2) (Gives units resist 1)
- Playful Panda (2/2)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 1
- Workers: 8
Thoughts
I could tech up this turn, but the odds of drawing something useful are low. Instead Iāll go down on cards to delay my deck cycling and load up my board. Grabbing Ferocity to combo with Tiny Basilisk and the incoming Feral Tech II units. Assuming Calamandra survives to next turn, Iām likely to max her and go for Feral Strike.
I have not seen those articles. I just found about this game around 2 months ago. I will read them as I can. Thanks for the link
update I read over those articles. It was much like reading the manual.
I think I broke my spreadsheet. I dont think I save my tech correctly. Now I have messed up the sheet to much and canāt set it up properly.
Advice?
Type in manually all the cards where you think they should be at the start of your turn, (hand, deck, discard, worker, in play, patrol, etc), put your tech choices into the discard, set your turn number to 4 (its on the right hand side near player number) set your starting gold amount manually, play out your turn normally, and it should be fine. Worst case your starting hand will look weird, and your tech choice will say 0, but functionally the sheet will be fine moving forward.
Alternately, you can use the google spreadsheet version history function. This is accessed near the file menus, (file, edit, view, etc) on the right there is a ālast edited XXXā, click that.
@zhavier I was able to use the history function! Thanks for pointing that out. Believe it or not I am new to google sheets.
@Hobusu here is my turn.
P1T4
Tech StartingHand Workers
TECH
Firebat
Gunpoint Taxman
STARTING HAND
Surprise Attack
Calypso Vystari
Charge
Bloodrage Ogre
Scorch
WORKERS
Mad Man
Bloodburn
Nautical Dog
Bloodrage Ogre
NextHand
Scorch
Bombaster
Surprise Attack
Pillage
Charge
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Recruit Captin Zane ( 2/2 T1 Hastse) - ($7)
Surpise Attack - ($2)
Shark 1 trades with Young Treant
Shark 2 trades with Spore Shambler
Makeshift Rambaster (1/1) Atks Wisp (KIA)
Captain Zane ( 2/2 T1 Haste) trades with Calamandra Moss
Float ($2)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 2
- Workers: 8
Thoughts
I thought I might as go all out and try to even the playing field a bit more because you had me out numbered and out leveled.
@2ās turn!
That was an impressive play! Just as a reminder, since you suicided Zane you wonāt be able to use him on your next turn. Also, I just noticed that your Tech I building isnāt marked on your posts (there should be a box on the right-hand side of your sheet where you can mark that it has 5 HP).
P2T4
Tech StartingHand Workers
TECH
Stalking Tiger
Rampaging Elephant
STARTING HAND
Tiny Basilisk
Merfolk Prospector
Rampant Growth
Centaur
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
NextHand
Ferocity
Forestās Favor
Stalking Tiger
Barkcoat Bear
Tech 2 card(s)
Get Paid + float - ($9)
Scavenger - ($10)
Worker - ($9)
Build Feral Tech II - ($5)
Recruit Centaur - ($2)
Summon Argagarg and Wisp - ($0)
Playful Panda destroys your Makeshift Rambaster and takes 1 damage
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Centaur (3/4+a) (Overpower)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Argagarg Garg Lv. 1 (1/3)
- Playful Panda (2/1)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Iāll admit, I didnāt see that coming. Looks like Surprise Attack lived up to its name for once! Good thing I didnāt already tech Feral Strike, then. Still, itās unlikely that he could break through and destroy my Tech II with only a Tech I of his own and no access to Zane this turn, so Iāll be able to leverage my economic advantage with big bodies soon.
@zhavier how does the spreadsheet work for adding multiple copies of a card into the deck. Will it only show up once or will it make a duplicate entry? Right now, I should have two firebats in my deck and I am only seeing one listed. Actually, the same goes for Gunpoint Taxman.
You can freely mark anything into the sheet and it will assume you meant to. If you want two of something, you have to list it twice. You maybe accidentally deleted them when hitting undo? Either way, add them into the deck or discard now and it should be fine, in a casual game like this.
For whatever reason, probably user error, my teched cards from T3 never made it into the deck although they printed out in the generated text and now my hand is bunk. Im just going to roll with it. āItās not easy being green.ā - Kermit D Frog
P1T5
Tech StartingHand Workers
TECH
Captured Bugblatter
Shoddy Glider
STARTING HAND
Bombaster
Pillage
Scorch
Surprise Attack
Charge
WORKERS
Mad Man
Bloodburn
Nautical Dog
Bloodrage Ogre
Charge
NextHand
Shoddy Glider
Calypso Vystari
Gunpoint Taxman
Firebat
Captured Bugblatter
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Build Tech II (Blood) - ($5)
Recruit Bombaster - ($3)
Float ($3)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Bombaster
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 3
- Workers: 9
Thoughts
Iām spending a lot of time trying to fix the spread sheet because iām new at it. In fact more time is going into the spreadsheet learning than learning/playing the game. My deck is fubared and im cool with that. Im not sure how I am going to recover. This has been a great learning experience.
@2ās turn!
P2T5
Tech StartingHand Workers
TECH
Ferocity
Barkcoat Bear
STARTING HAND
Forestās Favor
Ferocity
Stalking Tiger
Barkcoat Bear
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Forestās Favor
NextHand
Tiger Cub
Rampaging Elephant
Spore Shambler
Discard
Ferocity
Barkcoat Bear
Ferocity
Barkcoat Bear
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Recruit Stalking Tiger - ($5)
Summon Calamandra - ($3)
Cala casts Ferocity, giving my units swift strike and armor piercing until my next upkeep - ($1)
Playful Panda swiftly kills Bombaster
Centaur attacks your Tech II for 3 damage
Argagarg attacks your Tech I for 1 damage
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Stalking Tiger (4/4+a) (Invisible while Calamandra is in play)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Calamandra Moss Lv. 1 (2/3)
- Argagarg Garg Lv. 1 (1/3)
- Centaur (3/4+a) (Overpower)
- Playful Panda (2/1)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 3
- Deck: 3
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
Alright, got a setup where the only way he can kill my Tiger is either with a pair of Shoddy Gliders (since flying lets them ignore swift strike) or by using Chaos Mirror to lower its attack. Or, now that I think about it, he could have a Shoddy Glider kill Cala so the Tiger loses invisible, then target it with something nasty. If he doesnāt (or canāt) do any of those things, I can almost certainly destroy both of his Tech buildings next turn. His best option here, oddly enough, might be to go for Tech III. Since Pirate-Gang Commander lets him play Tech I and II units without their buildings, I canāt just ignore it.
P1T6
Tech StartingHand Workers
TECH
Maximum Anarchy
Ogre Recruiter
STARTING HAND
Firebat
Calypso Vystari
Gunpoint Taxman
Shoddy Glider
Captured Bugblatter
WORKERS
Mad Man
Bloodburn
Nautical Dog
Bloodrage Ogre
Charge
Calypso Vystari
NextHand
Scorch
Surprise Attack
Pillage
Firebat
Discard
Maximum Anarchy
Ogre Recruiter
Captured Bugblatter
Shoddy Glider
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Recruit Gunpoint Taxman (3/3 Anti-Air) - ($9)
Recruit Firebat ( 3/3) ā , ā Deal 2 damage to a patroller or building. - ($7)
Buildās A Tower (4 hp) - ($3)
Float ($3)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Gunpoint Taxman (3/3+1(atk) Anti-Air)
-
Scavenger:
-
Technician: Recruit Firebat ( 3/3) ā ,
ā Deal 2 damage to a patroller or building.
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 2 (Blood)
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 3
- Workers: 10
Thoughts
I have found myself way out numbered again. I put up some cheap defences and am trying to setup a board reset with Maximum Anarchy. I hope to do a little trading this turn so Green will come out scratched up. Hopefully I can recoup my hand with the technician.
@2ās turn!
For the future, Iād suggest not including the info about the cards in your list of actions (just having it in the board summary is plenty). For a second I thought you were trying to use Firebatās ability the turn you played it!
P2T6
StartingHand Workers
STARTING HAND
Spore Shambler
Tiger Cub
Rampaging Elephant
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Forestās Favor
NextHand
Rampant Growth
Tiny Basilisk
Discard
Ferocity
Barkcoat Bear
Ferocity
Barkcoat Bear
Tiger Cub
Spore Shambler
Stalking Tiger
Tech 0 card(s)
Get Paid + float - ($11)
Recruit Rampaging Elephant - ($5)
Build a Surplus - ($0)
Discard two cards to give Cala stealth this turn
Stalking Tiger tries to sneak past your patrol but is detected by your Tower, so it trades with Gunpoint Taxman instead
Calamandra successfully sneaks past your patrol while the Tower is occupied and destroys your Tech II
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Rampaging Elephant (6/7+a) (Ready after being exhausted once per turn)
Elite:
Scavenger: Wisp (0/1)
Technician: Playful Panda (2/1)
Lookout: Centaur (3/4) (Overpower) (Resist 1)
In Play:
- Calamandra Moss Lv. 1 (2/3)
- Argagarg Garg Lv. 1 (1/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Feral)
Surplus HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
Thoughts
So, a Tower. That stops me from taking out both Tech buildings, but I can still delay his Blood Tech II shenanigans for another turn (since he apparently didnāt draw any last turn?) and set up a wall that he needs to deal with (attacking twice with a 6/7 is no joke). Iām grabbing a Surplus because my position is solid enough that I donāt really need to get more of a defense, and Iād like to get out of the card defecit hole some day⦠With a Young Treant guaranteed in my next hand, and a not unreasonable chance of getting a Technician draw, I could get up to two cards that are currently in the discard. Iād prefer Ferocity to come up if the Elephant lives, since that would probably result in a decisive win on the spot.
P1T7
Tech StartingHand Workers
TECH
Shoddy Glider
Kidnapping
STARTING HAND
Surprise Attack
Pillage
Firebat
Scorch
WORKERS
Mad Man
Bloodburn
Nautical Dog
Bloodrage Ogre
Charge
Calypso Vystari
NextHand
Shoddy Glider
Gunpoint Taxman
Kidnapping
Tech 2 card(s)
Get Paid + float - ($13)
Recruit Firebat (3/3) - ($11)
Summon Captain Zane (2/2 T1 Haste) - ($9)
Suprise Attack - ($4)
Shark 1 3/1 haste Deals 3 damage to Rampaging Elephant
Shark 2 3/1 haste Deals 3 damage to Rampaging Elephant
Cast Sourch on Rampaging Elephant and kill it. - ($1)
Rebuilt Tech II
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Firebat ( 3/3)
-
Scavenger:
-
Technician: Firebat ( 3/3)
-
Lookout:
In Play:
- Captain Zane (2/2 T1 Haste)
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Blood)
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
This is still a tough encounter for me. Every turn I am trying to gain the upper hand with no end in sight. My first thought was to leave the Rampaging Elephant alone. That would have paved away for the rest of the forces to do some amazing damage. I went with another surprise attack ( I really like this card) with a scorch to down the beast. This left my hand very short. I still have two defenders up. Letās see what happens next.
@2ās turn!
Zane only has 2 HP at Lv. 1. Does that change anything about your turn?
No, sorry about that. I have 2/3 stuck in my head for some reason. Fixing that.
Turn redone to account for the Tower. The difference between this and my original attempt at the turn is that Calamandra ended up at max level instead of Argagarg, meaning Iām down a Water Elemental, and Centaur took 1 damage.
P2T7
StartingHand Workers
STARTING HAND
Rampant Growth
Tiny Basilisk
Young Treant
Ferocity
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Forestās Favor
NextHand
Tiger Cub
Barkcoat Bear
Stalking Tiger
Discard
Ferocity
Rampant Growth
Tech 0 card(s)
Get Paid - ($10)
Draw from Surplus
Recruit Young Treant, reshuffle and draw a card - ($8)
Recruit Tiny Basilisk - ($6)
Cala casts Ferocity, giving my units swift strike and armor piercing until my next upkeep - ($4)
Level Arg to Lv. 3 - ($2)
Arg exhausts to give Playful Panda +1/+a this turn
Panda swiftly kills Elite Firebat, with the Tower shot pinging off its armor
Centaur swiftly kills Technician Firebat and takes 1 damage from your Tower, you draw
Level Cala to Lv. 3 - ($0)
Cala kills Zane and takes 3 damage, then gains two free levels and heals
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Tiny Basilisk (1/2+a) (Deathtouch, unstoppable and unattackable by Tech 0 units, resist 1)
-
Elite: Young Treant (0+1/2) (Canāt attack, resist 1)
-
Scavenger:
-
Technician: Wisp (0/1) (Resist 1)
-
Lookout:
In Play:
- Calamandra Moss Lv. 5 (4/5) (Gives units Resist 1)
- Argagarg Garg Lv. 3 (1/4)
- Centaur (3/3) (Overpower, resist 1)
- Playful Panda (2/1) (Resist 1)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
-
Surplus HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 2
Gold:
- Gold: 0
- Workers: 10
Thoughts
Good for him that he was able to take out the Elephant, since I did end up getting Ferocity from the Young Treant draw. However, it cost him enough resources that he wasnāt able to do much else⦠At this point the death ball is building up to where heāll be hard pressed to stop it at all, since every turn that I can play Ferocity is a turn where I kill at least one thing without my attacker getting hurt and he canāt attack back without spending resources on direct damage spells or the like (and those are affected by Calaās resist aura). Odds are good that I get another beefy unit next turn, maybe even two, and if/when I can get Ferocity active on the same turn that I can attack with an Elephant or Bear I basically win. I am curious what heāll finally do with his Tech II now that he can use it, though that assumes he gets past Tiny Basiliskā¦
P1T8
Tech StartingHand Workers
TECH
Pirate-Gang Commander
Pirate-Gang Commander
STARTING HAND
Gunpoint Taxman
Kidnapping
Shoddy Glider
WORKERS
Mad Man
Bloodburn
Nautical Dog
Bloodrage Ogre
Charge
Calypso Vystari
NextHand
Ogre Recruiter
Surprise Attack
Maximum Anarchy
Discard
Pirate-Gang Commander
Pirate-Gang Commander
Kidnapping
Gunpoint Taxman
Tech 2 card(s)
Get Paid + float - ($11)
Summon Drakk Ramhorn T1 (1/3) - ($9)
Kidnapping on Tiny Basilisk - ($5)
Tiny Basilisk trades with Calamandra Moss killing her.
Twice I level up Drakk Ramhorn (L3 T1 1/3) for free.
Recruit Shoddy Glider (3/1 Haste Ephemeral) - ($4)
Shoddy Glider Trades with Centaur (3/3)
Summon Jaina Stormborne (T1 2/3 Sparkshots) - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Jaina Stormborne (T1 2/3 Sparkshots)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drakk Ramhorn (L3 T1 1/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Blood)
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
What happens to a man when he has nothing to lose and everything to gain?
@2ās turn!
Kidnapping costs 1 more gold because Calamandra was giving Resist 1 to Tiny Basilisk. I assume you want to just take that out of the 2 gold you had left over?