woops, looks like i made some mistakes. should have 10 workers, grave shold be maxed, etc… let me update for you.
NP I more or less had the gist. Think you should be on DC 1 Draw 3 also yea (5 cards, dc 2 to CC, draw 2, play 3 + worker)?
That’s probably gonna be game, spose we’ll see tho…
Game 11, Player 2, Turn 6
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Nimble Fencer
Timely Messenger
Gorgon
Carrion Curse (gorgon)
Older Brother (techn)
Events of Turn:
Upkeep:
- Get Gold (9)
- Draw 1 Gorgon, Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Plague Lord x2
Spreading Plague, Abomination
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer
Main:
- Grave (7)
- Nimble Fencer, kill scav, you get 1g (5)
- Gorgon (2)
- Worker (1)
Workers
Older Brother, Brick Thief, Wither, Fruit Ninja, Spark
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
- Tower HP: 4
In Patrol:
- Squad Leader: Gorgon (2/4+1armor)
- Elite:
- Scavenger:
- Technician: Grave (2/3 lvl 1)
- Lookout:
In Play:
- Nimble Fencer (2/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 5
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Spreading Plague
Helpful Turtle
Bloom
Tenderfoot
End of Turn Discard
My Thoughts
Well, Fencer is helpful for taking one of those SPs out, but he can make Sets much healthier with 1, and that’s a problem. I think my only hope is getting to tech 3 and having the Tower whittle things down…
P1T7
StartingHand Workers
STARTING HAND
Spore Shambler
Young Treant
Fuzz Cuddles
Young Lightning Dragon
Fox's Den Students
Feral Strike
WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
Merfolk Prospector (1/1)
Spore Shambler
NextHand
Fuzz Cuddles
Young Lightning Dragon
Young Treant
Verdant Tree
Reversal
Discard
Sparring Partner (2/2)
Feral Strike
Fox's Den Students
Rampant Growth
Tech 0 card(s)
Get Paid + float - ($11)
upkeep, draw 2
Scav gold - ($12)
Worker - ($11)
training grounds #2 - ($10)
Cal, tap TG, maxbands - ($8)
Spartner goes to work, play Rocky montage
…remove -1 runes from Sets and Grave - ($6)
…add +1 runes to all 3 heros - ($0)
Sets swift strike safely kills gorgon
Grave readily kills grave, lvls fizzle
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Cal, lvl 5, (7/6+A)
- Elite:
- Scavenger:
- Technician:
- Lookout: Grave, lvl 7 (7/3)+ [3dmg]
In Play:
- Training Grounds 4HP
- Training Grounds 4HP
- Sets, lvl 6, (6/4)+ [1 dmg]
- Sparring Partner (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 2
- Tech II HP: 5 (Discipline)
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 11
Thoughts
i think this should be good. Sets and Spartner counter disease really well. i lucked out he elected to go that route.
ugh I edited over this turn, I teched up and patrolled 4… See edit history in top right if you wanna see it, I hate how Discourse software doesn’t let you revert edits with any ease whatsoever…
P1T8
Tech StartingHand Workers
TECH
Fox's Den Students
Feral Strike
STARTING HAND
Fuzz Cuddles
Young Treant
Reversal
Young Lightning Dragon
Verdant Tree
stalking tiger
Reversal
WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
Merfolk Prospector (1/1)
Spore Shambler
stalking tiger
NextHand
Feral Strike
Rampant Growth
Fox's Den Students
Fox's Den Students
Tech 2 card(s)
Get Paid - ($11)
upkeep, draw 2
Worker - ($10)
reversal plague spitter - ($7)
reversal river - ($4)
fuzz cuddles - ($2)
verdant tree - ($0)
Sets swift strikes fencer
Cal kill Tenderfoot
Grave readily breaks tech 3, your base to 18
Spartner runes fuzz cuddles
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Fuzz Cuddles (3/4+A)+
- Elite:
- Scavenger:
- Technician:
- Lookout: Grave, lvl 7 (7/2)+ [3dmg]
In Play:
- Training Grounds 4HP
- Training Grounds 4HP
- Verdant Tree 3HP
- Sparring Partner (2/2)
- Cal, lvl 5, (7/3)+ [3 dmg]
- Sets, lvl 6, (6/2)+ [3 dmg]
Buildings:
- Base HP: 20
- Tech I HP: 2
- Tech II HP: 5 (Discipline)
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 12
Thoughts
hmmm, potential hurt coming my way. ill break the tech 3, but will need some maxbands to end this soon.
Game 11, Player 2, Turn 8
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Sickness
Abomination
Gorgon
Timely Messenger
Gorgon
Spreading Plague (techn)
Events of Turn:
Upkeep:
- Get Gold (10+1scav)
- Draw 1 techn
- No techs just crossed fingers
All Teched Cards
Sickness, Spreading Plague
Plague Lord x2
Spreading Plague, Abomination
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer
Main:
- Gorgon (8)
- Gorgon (5)
- Orpal (3)
- Grave (1)
- Worker (0)
Workers
Abomination, Older Brother, Brick Thief, Wither, Fruit Ninja, Spark
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Orpal (1/3+1armor lvl 1)
- Elite:
- Scavenger: Gorgon (2/4)
- Technician: Gorgon (2/4)
- Lookout: Grave (2/3 lvl 1)
In Play:
- prayers
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
End of Turn Hand
Spreading Plague
Plague Lord
Bloom
Carrion Curse
Sickness
End of Turn Discard
My Thoughts
If I coulda drawn both Sickness, I woulda had a shot here. As it stands though, I think I’m sunk
GG!
P1T9
StartingHand Workers
STARTING HAND
Fox's Den Students
Rampant Growth
Fox's Den Students
Feral Strike
Reversal
Reversal
WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
Merfolk Prospector (1/1)
Spore Shambler
stalking tiger
NextHand
Sparring Partner (2/2)
Sparring Partner (2/2)
Young Treant
Feral Strike
Young Lightning Dragon
Tech 0 card(s)
Get Paid - ($12)
healing 3, all hero's at full power
feral strike, x2 glorious ninja from codex to field - ($4)
Fox's Den Students, all ninja unit get haste and stealth - ($0)
GN #2 kills Orpal, triggers tower
Ninja token and Fuzz Cuddles trade with scav Gorgon
GN #1 swift strike kills tech gorgon, no tower damage
sparring partner and ninja token trade with grave
3 hero's hit your base for 20 and game!
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Ninja Token (1/1)
- Technician:
- Lookout:
In Play:
- Training Grounds 4HP
- Training Grounds 4HP
- Verdant Tree 3HP
- Grave, lvl 7 (7/4)+
- Cal, lvl 5, (7/5)+
- Sets, lvl 6, (6/4)+
- GN #1 (4/3)
- GN #2 (4/2)
Buildings:
- Base HP: 20
- Tech I HP: 2
- Tech II HP: 5 (Discipline)
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 12
Thoughts
phweew. glad i got that one.
GG WP! That was ruff.
If we’re goin again I got [Anarchy/Blood]/Feral for my next roll
sounds good. i got [truth]/bashing/discipline. P1 to you.
That’s an interesting combo you got… GL HF!
Game 12, Player 1, Turn 1
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Bloodburn
Nautical Dog
Mad Man
Bloodrage Ogre
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Cala (2)
- Nautical Dog (1)
- Worker (0)
Workers
Bloodburn
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cala (2/3 lvl 1)
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Pillage
Careless Musketeer
Scorch
Charge
Bombaster
End of Turn Discard
My Thoughts
I think I’m probably favored Red vs Blue (and him having Bashing), we’ll see how this goes though!
i forget, if you kill my technician, and i tech 2 cards, do they get added to the discard before a reshuffle, or do they NOT get added until after the reshuffle at the start of my next turn?
ive heard that it’s active player choice.
just thinking through multiple options.
the 2nd. tech happens at the start of your turn
that’s a lot of text. maybe just quote the relevant section here. it would be good to know this once and for all.
this part 10 chars
sounds good!
"P2T1
StartingHand Workers
STARTING HAND
Jail
Reputable Newsman
Bluecoat Musketeer
Lawful Search
Arrest
WORKERS
Jail
NextHand
Building Inspector
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Traffic Director
Discard
Lawful Search
Arrest
Reputable Newsman (0/3)
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bluecoat musketeer - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Bluecoat Musketeer (1/2)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
hmm, anarchy, blood, feral. he’s got me beat on tech 2, tech 3, and hero’s. this will be a tough one. he also has those lobbers for value trading. ill have to just weather the storm and tech up.
double one drop next turn helps.
this opening hand sucks. ill just need to tech up for now to use that gold.
"
Man, I’ve played both ways now I’m just realizing, but I’ve done a lot of “my choice” for ordering lately… #IFuckedUp #SorryVariousOpponents
Game 12, Player 1, Turn 2
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Pillage
Careless Musketeer
Scorch
Charge
Bombaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Centaur
Main:
- Cala kills BM, you get 1g
- Dog hits your T1 to 3
- Careless Musketeer (3)
- Worker (2)
- Tech 1 (0)
Workers
Pillage, Bloodburn
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cala (2/2 lvl 1)
- Nautical Dog (1/1)
- Careless Musketeer (2/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Centaur
Gunpoint Taxman
Bloodrage Ogre
Charge
Makeshift Rambaster
End of Turn Discard
My Thoughts
So he’s probably trying to squeak out Hounds next turn? Let’s lay Musketeer to deal with Illusions. I don’t fear much else…
"P2T2
Tech StartingHand Workers
TECH
Rambasa Twin
Revolver Ocelot
STARTING HAND
Manufactured Truth
Building Inspector
Porkhand Magistrate
Traffic Director
Spectral Aven
Rambasa Twin
WORKERS
Jail
Porkhand Magistrate
NextHand
Blue Coat Musketeer
Lawful Search
Reputable Newsman
Building INspector
Revolver Ocelot
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
scav gold - ($6)
traffic director - ($5)
quince, mirror - ($3)
tower - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Traffic Director (1/1+A)
- Elite:
- Scavenger:
- Technician: Quince, lvl 1, (1/3)
- Lookout: Mirror (0/1)
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
i think i just have to give him free levels then go get them back later.
ideal is twins, backup is ocelot and tech 2.
"
Yeah technically technician draw happens “instantly”, so you can even hand peek to see what they drew.
I believe it’s player’s choice whether or not the unit in technician gets added to the discard pile before or after the reshuffle, but I’m not certain about that.
No that one I believe has been settled also as “When technician dies, it is placed in your discard. Then, the technician trigger executes (as a result of the unit dying and entering discard pile)”.
So the dead technician is always part of the reshuffle. All other patrollers that die in the course of a turn, however, would depend on which patrollers are killed first (killed before the techn? part of the RS. killed after? in discard after the RS)