Note Cala took tower damage, she’s on 3hp not 4.
Game 11, Player 2, Turn 4
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Tenderfoot
Brick Thief
Nimble Fencer
Granfalloon Flagbearer
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer
Main:
Nimble Fencer (6)
Tech 2 Disease (2)
Worker (1)
Workers
Brick Thief, Wither, Fruit Ninja, Spark
Patrol as below
Discard 2 Draw 3 rs Draw 1
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: Nimble Fencer (2/3+1armor)
Elite:
Scavenger: Helpful Turtle (1/2)
Technician:
Lookout: Older Brother (2/2)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloom
Carrion Curse
Sickness
Gorgon
End of Turn Discard
My Thoughts
Teching up and laying fencer to block, next turn orpal stuff (probably, I spose rushing tech 3 might make sense). Hoping he doesn’t get feral strike here
P1T5
Tech StartingHand Workers
TECH
Young Lightning Dragon
Fox's Den Students
STARTING HAND
Rampant Growth
Verdant Tree
Fuzz Cuddles
Ironbark Treant
WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
NextHand
Training Grounds
Feral Strike
Merfolk Prospector (1/1)
Young Treant
Sparring Partner
Discard
stalking tiger
Verdant Tree
Rampant Growth
Fuzz Cuddles
Young Lightning Dragon
Fox's Den Students
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
max Sets - ($0)
Cal trades with Nimble Fencer
Grave kills helpful turtle
stalking tiger trades with older brother
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Grave, lvl 3, (3/2+A)
Elite :
Scavenger :
Technician :
Lookout : Sets, lvl 6, (3/4)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Discipline)
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
okay, that went well. bummer no good cards here, but can still bring the hero out. next turn just drop everything.
Game 11, Player 2, Turn 5
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Bloom
Carrion Curse
Sickness
Gorgon
Events of Turn:
Upkeep:
Get Gold (9+1float+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Spreading Plague, Abomination
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer
Main:
Orpal (9)
Carrion Curse, let’s see what’s in that hand… Kindly discard the Feral Strike and Training Grounds please (6)
Sickness, Grave and Sets fall ill (3)
Gorgon (0)
skip worker
Workers
Brick Thief, Wither, Fruit Ninja, Spark
Patrol as below
Discard 1 rs Draw 3
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: Orpal (1/3 lvl 1)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nimble Fencer
Timely Messenger
Gorgon
End of Turn Discard
My Thoughts
Ooof, max sets is not great… I think I better hit the sickness and carrion curse, so as to avoid a giant TG or FDS drop… Teching Abom and Spreading Plague for outs in the next cycle.
…
Ok well there’s one TG and a Feral Strike as well, possible he’s still drawing into more bad stuff with Sets max but we’ll see I spose.
edit:
grave is 3/4 with -1 rune
move card to worker since paid for it
reshuffle/redraw
3 in hand, 9 in deck, 1 float, 10 workers
P1T6
Tech StartingHand Workers
TECH
Reversal
Reversal
STARTING HAND
Young Treant
Merfolk Prospector (1/1)
Sparring Partner
Training Grounds
Feral Strike
Training Grounds
Sparring Partner
WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
merfolk
NextHand
training grounds
rampant growth
spore shambler
Tech 2 card(s)
Get Paid - ($9)
carion curse, discard 2 cards
upkeep, draw 2
Worker - ($8)
training grounds, hero's get +1 - ($7)
sparring partner - ($6)
sparring partner - ($5)
max grave, heals (3/4 with -1 rune) - ($1)
tap grave, sword rune gorgon
Sets swift strike kills Orpal, lvls fizzle
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger : Sparring Partner (2/2)
Technician : Sparring Partner (2/2)
Lookout :
In Play:
Training Grounds 4HP
Grave, lvl 7, (3/4) [-1r,]
Sets, lvl 6, (3/3) [-1r]
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Discipline)
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
teching MPM and YLD. tech 3 just wouldn't make sense. need to keep up the pressure.
leaving merfolk off the table since abomination is a legit threat.
teching 2 reversals since ill need them against the heavy disease units.
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:
Economy Info:
Cards:
Gold:
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:
Gold:
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:
Gold:
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:
Economy Info:
Cards:
Gold:
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:
Gold:
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
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:
Gold:
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.
Legion
May 28, 2019, 8:12pm
216
the 2nd. tech happens at the start of your turn
@Legion I’m 99% sure it’s players choice.
EDIT: I’m actually perhaps wrong? this suggests otherwise
that’s a lot of text. maybe just quote the relevant section here. it would be good to know this once and for all.
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:
Gold:
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.
"