Casual CarpeGuitarrem (Red) vs. Mooseknuckles (Green)

I believe that’s the proper response to Tech II Green.

P1T7:

Tech

2x Kidnapping

Starting Hand

Fire Dart, Fire Dart, Firehouse, Hotter Fire, Nautical Dog (workered)

9 workers => Collect :ps_: (9)
Play Hotter Fire (6)
Exhaust Firebat to deal 3 damage to your Tech II, destroying it (2 damage to your base) (5)
Worker a card => 10 workers (4)
Play Firehouse [4 HP] (1)
Discard 2 cards, draw 4

Patrol Zone
Squad Lead: Bamstamper Lizzo 5/3 +:psblueshield:
Elite: Gunpoint Taxman 4/3 anti-air
Scavenger:
Technician:
Lookout:

Status
Buildings: Tech I [5 HP], Tech II–Fire [5 HP], Tower [4 HP], Firehouse [4 HP]
Other: Firebat 3/3, Hotter Fire
Base: 20 HP
Gold: 1

Economy
Workers: 10
Hand: 4
Deck: 7
Discard: 0

[details=Hidden Information]
Workered: Charge, Bombaster, Bloodburn, Mad Man, Pillage, Nautical Dog (RIP)
Hand: Fire Dart, Kidnapping, Bloodrage Ogre, Careless Musketeer
Deck: Fire Dart, Scorch, Surprise Attack, Flame Arrow, Kidnapping, Doubleshot Archer, Makeshift Rambaster
Probably Teching: nothing, I can wait a turn to see what I need to tech[/details]

haha

P2T7:

Tech

Feral Strike, Nature Reclaims

Starting Hand

Tiny basilisk Young Treant Murkwood Allies

Gold + f , tech 2 cards(12)
maxband midori (5)
Tiny basilisk (3)
Maxband Calamandra (1)
Worker (0)
Rampaging Elephant kills Bamstamp and gunpoint taxman
Midori destroys Tower, he takes 1, your base takes 2
Calamandra destroys fire house
Barcoat Bear destroys T2, your base takes 2
Discard 1, rs, Draw 3

Patrol:
Leader:
Elite:
Scavenger:
Technician: Tiny Basilisk (1/2)
Lookout:

Buildings: Tier I - 5, Tier II (Feral) - 5, Tower - 4
Units/Heroes: Level 5 Calamandra (4/5), Level 8 Midori (4/4), Barcoat Bear (5/5)
Base: 18
Other:

Economy:

Workers: 12
Hand: 3
Deck: 8
Discard: 0

Worker

Young Treant

New Hand

Rampaging Elephant Feral Strike Rampant Growth

P1T8:

No tech

Starting Hand

Fire Dart, Kidnapping, Bloodrage Ogre, Careless Musketeer

Floated gold: (1)
10 workers => Collect $$ (11)
Summon Drakk Ramhorn (9)
Play Kidnapping on Tiny Basilisk 1/2 (5)
Trade Tiny Basilisk into Calamandra 4/5; she dies from deathtouch and Drakk gains 2 levels => Level 3
Maxband Drakk 3/4 (2)
Play Bloodrage Ogre 3/2, it gains haste and frenzy 1 from Drakk (0)
Attack Midori with Bloodrage Ogre 4/2; both die
Rebuild Tech II
Discard 2, draw 4

Patrol Zone
Leader:
Elite: Firebat 4/3
Scavenger:
Technician:
Lookout:

Status
Buildings: Tech I [5 HP], Tech II–Fire [5 HP]
Other: Hotter Fire, L6 (max) Drakk Ramhorn 3/4
Base: 16 HP

Economy
Workers: 10
Hand: 4
Deck: 3
Discard: 7

Hidden Information

Workered: Charge, Bombaster, Bloodburn, Mad Man, Pillage, Nautical Dog
Hand: Surprise Attack, Fire Dart, Kidnapping, Flame Arrow
Deck: Scorch, Doubleshot Archer, Makeshift Rambaster
Discard: Careless Musketeer, Fire Dart, Bloodrage Ogre, Kidnapping, Firehouse, Gunpoint Taxman, Bamstamper Lizzo
Probably Teching: maybe a Bamstamper Lizzo to keep up board presence, or a Doubleshot Archer

P2T8:

Starting Hand

Rampaging Elephant Feral Strike Rampant Growth

Gold, tech 0 (12)
Rampaging Elephant (6)
Arg (4)
Rampant Growth on the bear (2)
Midband Arg (0)
Bear kills firebat, overpowers Drakk, takes 3 damage after armor, maxbands Arg
Discard 1, Draw 3

Patrol:
Leader: Rampaging Elephant (6/7 + a)
Elite:
Scavenger: wisp (0/1)
Technician: Water Elemental (3/3)
Lookout:

Buildings: Tier I - 5, Tier II (Feral) - 5, Tower - 4
Units/Heroes: Barcoat Bear (5/2), Level 5 Arg (1/5)
Base: 18
Other:

Economy:

Workers: 12
Hand: 3
Deck: 5
Discard: 3

[details=“Worker”][/details]

New Hand

Playful Panda Tiny basilisk Nature Reclaims

I don’t think I can deal with that! :open_mouth: Not without Drakk to cast Kidnapping again…

I’ll concede here; gg! I think if I’d had more forethought and teched Kidnapping earlier, things could’ve been a different story, what with Rampaging Elephant potentially fighting for me. Also, I should’ve taken Overpower into account, and Kidnapped the Barkcoat Bear instead, I think. But that’s mostly later-game stuff, too. I don’t have a good grasp on Red’s early game yet, I think.

gg! up for another?

Yeah, I think teching kidnapping as soon as you saw I was Feral would have been a good idea. Also, I think the main card in fire T2 is the bird. I really don’t have a good answer for that, and would have struggled much more against it than I did firehouse.

Yeah, back on Turn 4 when I teched Firehouse, I was really aiming to nullify a lot of the token-spawning that Green can do, but you wound up going the complete opposite route!

I’m up for another! Random.org 2 (I think “high roll goes first” is how it is, right?)

My turn to go first. I’ve seen people decide who starts it a number of ways, though.

P1T1:

Starting Hand

Merfolk Prospector Tiger Cub Ironbark Treant Spore Shambler Verdant Tree

Gold (4)
Worker (3)
Calamandra (1)
Merfolk Prospector (0)
Discard 3, Draw 5

Patrol:
Leader: Level 1 Calamandra (2/3 + a)
Elite:
Scavenger: Merfolk Prospector (1/1)
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:

Workers: 5
Hand: 0
Deck: 10
Discard: 0

Worker

Verdant Tree

New Hand

Playful Panda Young Treant Rich Earth Forest’s Favor Rampant Growth

your starting hand is showing… :slight_smile:

edited, thx

P1T1:

[details=Starting Hand]Bloodburn, Makeshift Rambaster, Pillage (workered), Bombaster, Mad Man
[/details]

5 workers => (5)
Worker a card => 6 workers (4)
Play Bombaster 2/2 (2)
Summon Drakk Ramhorn (0)
Discard 3, draw 5

Patrol Zone
Leader: Bombaster 2/2
Elite: Drakk Ramhorn 2/3
Scavenger:
Technician:
Lookout:

Status
Base: 20
Units/Heroes/Other:
Buildings:

Economy
Workers: 6
Hand: 5
Deck: 0
Discard: 3

[details=Hidden Information]Workered: Pillage
Hand: Nautical Dog, Careless Musketeer, Bloodrage Orc, Scorch, Charge
Deck:
Discard: Bloodburn, Makeshift Rambaster, Mad Man
Probably teching: Fire Dart, Flame Arrow
[/details]

You’re player 2 here, so you have 5 workers and gold to start :slight_smile:

1 Like

!!!

How could I forget such an important thing! In that case, I’ll just summon Drakk Ramhorn and rejigger my patrols.

@Mooseknuckles I’ve edited my turn, thanks for the heads-up!

sorry, just getting back from a long weekend. I’ll go soon.

1 Like

P1T2:

Tech

Murkwood Allies, Ferocity

Starting Hand

Playful Panda Young Treant Rich Earth Forest’s Favor Rampant Growth

Gold (5)
Worker (4)
Rampant Growth on the prospector (2)
Midband Calamandra (0)
Prospector eats Bombaster
Calamandra eats Drakk, maxbands
Discard 3, rs, Draw 5

Patrol:
Leader: Level 1 Calamandra (2/3 + a)
Elite:
Scavenger: Merfolk Prospector (1/1)
Technician:
Lookout:

Buildings:
Units/Heroes: Level 5 Calamandra (4/5), Merfolk Prospector (1/1)
Base: 20
Other:

Economy:

Workers: 6
Hand: 0
Deck: 10
Discard: 0

Worker

Rich Earth

New Hand

Forest’s Favor Tiger Cub Spore Shambler Murkwood Allies Ferocity

Yeah, I probably shouldn’t have done a 50/50 on whether you had Rampant Growth there. Oh well.

P2T2:

Tech 2 cards

Kidnapping, Calypso Vistari

Starting Hand

Nautical Dog, Careless Musketeer (Workered), Bloodrage Ogre, Scorch, Charge

6 Workers => (6)
Summon Nautical Dog (5)
Summon Bloodrage Ogre (3)
Worker a card => 7 workers (2)
Start building Tech I (1)
Discard 2, reshuffle, draw 4

Patrol Zone
Leader:
Elite: Bloodrage Ogre 4/2
Scavenger: Nautical Dog 1/1 (frenzy) +:ps_:
Technician:
Lookout:

Status
Base: 20
Units/Heroes/Other:
Buildings: Tech I (5 HP)

Economy
Workers: 7
Hand: 4
Deck: 4
Discard: 0

Hidden Information

Workered: Pillage, Careless Musketeer
Hand: Bloodburn, Makeshift Rambaster, Bombaster, Calypso Vystari
Deck:
Discard: Scorch, Charge, Kidnapping, Mad Man

Mooseknuckles, your base is at 19 from Drakk topband.

Yeah, I don’t think I would have done that, but it did force me to delay my tech 1 at least…

P1T3:

Tech

Spirit of the Panda, Dinosize

Starting Hand

forgot to copy

Gold + prospector (7)
Worker (6)
Heroes Hall (4)
Tap Calamandra, grab a stalking tiger from Codex (0)
Discard 4, Draw 4, rs, Draw 1

Patrol:
Leader: Stalking Tiger (invisible, 4/4 + a)
Elite:
Scavenger:
Technician:
Lookout:

Buildings: Heroes Hall - 4
Units/Heroes: Level 5 Calamandra (4/5), Merfolk Prospector (1/1)
Base: 19
Other:

Economy:

Workers: 7
Hand: 0
Deck: 10
Discard: 0

Worker

Spore Shambler

New Hand

Playful Panda Young Treant Rampant Growth Ironbark Treant Ferocity

P2T3:

Tech

2x Crashbarrow

Starting Hand

Bloodburn, Makeshift Rambaster (workered), Bombaster, Calypso Vystari

1 gold floated (1)
7 Workers => (8)
Install Bloodburn.exe (5)
Worker a card => 8 workers (4)
Start building Tower (1)
Attack Stalking Tiger 4/4+a with Bloodrage Ogre 3/2 and Nautical Dog 2/1; all units die, triggering three blood runes on Bloodburn
Discard 2 cards, draw 4

Patrol Zone
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Status
Base: 20
Units/Heroes/Other: Bloodburn (3 runes)
Buildings: Tech I (5 HP), Tech II–Blood (5 HP)

Economy
Workers: 8
Hand: 4
Deck: 0
Discard: 6

Hidden Information

Workered: Pillage, Careless Musketeer, Makeshift Rambaster
Hand: Scorch, Charge, Kidnapping, Mad Man
Deck:
Discard: Bombaster, Calypso Vystari, Bloodrage Ogre, Nautical Dog, Crashbarrow, Crashbarrow