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
Main:
- Cala kills BM, you get 1g
- Dog hits your T1 to 3
- Careless Musketeer (3)
- Worker (2)
- Tech 1 (0)
Workers
-
-
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:
Gold:
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:
Gold:
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.
1 Like
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)
1 Like
yeah. il just play with the assumption that teched cards hit discard last, and a tech unit killed gets added to discard before reshuffle.
1 Like
Game 12, Player 1, Turn 3
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Centaur
Gunpoint Taxman
Bloodrage Ogre
Charge
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Feral Strike x2
Gunpoint Taxman, Centaur
Main:
- Dog trades with TD
-
Midband Cala, kill Quince, you draw 1, Cala maxbands (4)
-
Musketeer pings your tower to 3hp, my base to 19 (edited b/c I forgot I had the tech1 on 3hp already)
- Centaur (1)
- Worker (0)
Workers
Makeshift Rambaster, Pillage, Bloodburn
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Centaur (3/4+1armor resist 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cala (4/5 lvl 5)
- Careless Musketeer (2/1 resist 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Mad Man
Scorch
Feral Strike
Feral Strike
End of Turn Discard
My Thoughts
This works out nicely, should be able to tech up + bombaster (or maybe GPT / BRO if I’m lucky on my rs) and Feral Strike the next turn.
…
Or I could, yknow, draw both Feral Strike on the rs FUUUUUUUUUUUUU
"P2T3
Tech StartingHand Workers
TECH
Vigor Adept
Vigor Adept
STARTING HAND
Spectral Aven
Bluecoat Musketeer (1/2)
Arrest
Manufactured Truth
Building Inspector
Manufactured Truth
WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer (1/2)
NextHand
Arrest
Lawful Search
Vigor Adept
Spectral Aven
Rambasa Twin
Tech 2 card(s)
Get Paid - ($7)
tech draw
worker - ($6)
tech 2 discipline - ($2)
revolver ocelot - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Revolver Ocelot (3/3+A)
-
Elite:
-
Scavenger: Mirror (0/1)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 3
-
Tech II HP: 5 (Discipline)
-
Tower HP: 3
Economy Info:
Cards:
Gold:
Thoughts
hmmm, well, not what i was expecting, but ill take it. going discipline so wall up and hopefully get some counterswings going.
"
Game 12, Player 1, Turn 4
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Bombaster
Mad Man
Scorch
Feral Strike
Feral Strike
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Steam Tank, Kidnapping
Feral Strike x2
Gunpoint Taxman, Centaur
Main:
- Cala kills Ocelot, takes 4
- Musketeer pings Mirror, you get 1g
- Centaur breaks your tower, your base to 18
- Bombaster (5)
- Worker (4)
- Tech 2 Anarchy (0)
Workers
Scorch, Makeshift Rambaster, Pillage, Bloodburn
-
-
Patrol as below
- Discard 3 Draw 4 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cala (4/1 lvl 5)
- Careless Musketeer (2/1 resist 1)
- Bombaster (2/2)
- Centaur (3/3)
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Feral Strike
End of Turn Discard
My Thoughts
Grabbing Kidnapping and a Steam Tank, I think we’ll be able to get to tech 3 this way. I’ll probably not be able to Feral Strike now, but we can try eh?
…
Oh drew a FS on the rs, that could be fun
i havent felt good about this game since turn 1. fingers crossed…
"P2T4
Tech StartingHand Workers
TECH
Focus Master
Focus Master
STARTING HAND
Spectral Aven
Rambasa Twins
Lawful Search
Manufactured Truth
Building Inspector
WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer (1/2)
Lawful Search
NextHand
Reputable Newsman (0/3)
Vigor Adept
Building Inspector
Traffic Director
Discard
Revolver Ocelot
Spectral Aven
Arrest
Focus Master
Focus Master
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
scav gold - ($8)
rambasa twins - ($4)
vigor adept - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Rambasa Twin (3/2+A)
-
Elite:
-
Scavenger: Rambasa Twin (3/2)
-
Technician: Vigor Adept (5/5)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 18
-
Tech I HP: 3
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Thoughts
hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.
"
Cala is scary
Game 12, Player 1, Turn 5
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Charge
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Feral Strike
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Marauder, Disguised Monkey
Steam Tank, Kidnapping
Feral Strike x2
Gunpoint Taxman, Centaur
Main:
-
Feral Strike for 2x Crashbarrow (0)
- CB 1 breaks the mario twins, you get 1g
- CB2 kills adept and overpowers 1 to tech 2
- Cala breaks tech 2, your base to 16
- Centaur breaks tech 1, your base to 14
- Musketeer and Bombaster hit your base to 10
- skip worker
Workers
Scorch, Makeshift Rambaster, Pillage, Bloodburn
-
-
Patrol as below
- Discard 4 Draw 4 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cala (4/1 lvl 5)
- Careless Musketeer (2/1 resist 1)
- Bombaster (2/2 resist 1)
- Centaur (3/3 resist 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Kidnapping
Feral Strike
Steam Tank
Mad Man
Gunpoint Taxman
End of Turn Discard
My Thoughts
Naice no Free Speech! Winning!
and ill gg it there. it was going to be tough no matter what, but the opening hand was such a hard choice.
"P1T1
StartingHand Workers
STARTING HAND
Lawful Search
Reputable Newsman
Building Inspector
Manufactured Truth
Traffic Director
WORKERS
Lawful Search
NextHand
Arrest
Spectral Aven
Porkhand Magistrate
Jail
Bluecoat Musketeer
Discard
Building Inspector
Reputable Newsman
Manufactured Truth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
traffic director - ($2)
Grave - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 1, (2/3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.
"
This is a tough matchup in general for you I think. GG WP and GL HF!
Game 13, Player 2, Turn 1
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Nautical Dog
Mad Man
Careless Musketeer
Scorch
Bombaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Cala + midband (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: Cala (3/4+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Charge
Bloodburn
Pillage
Bloodrage Ogre
End of Turn Discard
My Thoughts
I can’t decide if this or Bombaster + Dog makes more sense… I certainly have counter-attack capabilities available with Zane and Drakk, so going with Bombaster + Dog isn’t awful… But I don’t know how I’d patrol to make that work out well… I like Cala better, she can tank, and next turn Bro + T1 should be fine
yeah, such is the life of playing random. it has it’s perks though.
"P1T2
Tech StartingHand Workers
TECH
Spectral Hound
Spectral Flagbearer
STARTING HAND
Spectral Aven
Arrest
Bluecoat Musketeer
Porkhand Magistrate
Jail
WORKERS
Lawful Search
Jail
NextHand
Spectral Hound
Bluecoat Musketeer
Spectral Flagbearer
Reputable Newsman
Building Inspector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
spectral aven - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Traffic Director (1/1+A)
-
Elite:
-
Scavenger:
-
Technician: Grave, lvl 1, (2/3)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well, let’s try this again. rushing illusions this time to force a drak, then bring in a free speech mid game. hopefully aven can threaten some stuff.
"
Game 13, Player 2, Turn 2
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Makeshift Rambaster
Charge
Bloodburn
Pillage
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Cala kills TD
- Bloodrage Ogre (4)
- Tech1 (2)
- Worker (1)
Workers
-
-
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: Bloodrage Ogre (3/2+1armor resist 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Gunpoint Taxman
End of Turn Discard
My Thoughts
Aven is annoying with no Musketeer already down, but I’m safe in this configuration for right now. Teching two taxmans to deal with the Aven
"P1T3
Tech StartingHand Workers
TECH
Free Speech
Spectral Hound
STARTING HAND
Reputable Newsman
Spectral Hound
Building Inspector
Bluecoat Musketeer
Spectral Flagbearer
WORKERS
Lawful Search
Jail
Bluecoat Musketeer
NextHand
Arrest
Porkhand Magistrate
Manufactured Truth
Discard
Traffic Director
Reputable Newsman
Free Speech
Spectral Hound
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
spectral hound - ($4)
spectral flagbearer - ($3)
building inspector - ($2)
mid grave - ($0)
Grave kills Ogre
Aven hits tech 1 to 3
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Spectral Hound (3/3+A)
-
Elite:
-
Scavenger: Building Inspector (1/1)
-
Technician: Spectral Flagbearer (2/2)
-
Lookout:
In Play:
- Spectral Aven (2/2)
- Grave, lvl 3, (3/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
lets drop it all this turn. he might just end up maxing and tapping Cal, but that’s fine. MFT could be a hero snipe,
ideal is to get some hero levels, max grave adn tech up next turn. but honestly, max grave without teching is more likely
"
Game 13, Player 2, Turn 3
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bloodlust x2
Gunpoint Taxman x2
Main:
- Gunpoint Taxman (6)
- Gunpoint Taxman (4)
- Nautical Dog (3)
- Maxband Cala (1)
- Worker (0)
Workers
Mad Man, Bloodburn, Scorch
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3+1armor)
-
Elite: Nautical Dog (1+1/1)
-
Scavenger:
-
Technician: Gunpoint Taxman (3/3)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Careless Musketeer
Makeshift Rambaster
Bombaster
End of Turn Discard
Bloodrage Ogre
Bloodlust
Bloodlust
Charge
My Thoughts
Ooof more illusions… I’m grabbing two Bloodlusts, and I spose we’ll plan to use Feral probably
"P1T4
Tech StartingHand Workers
TECH
Spectral Flagbearer
Free Speech
STARTING HAND
Porkhand Magistrate
Manufactured Truth
Arrest
WORKERS
Lawful Search
Jail
Bluecoat Musketeer
Porkhand Magistrate
NextHand
Spectral Hound
Free Speech
Traffic Director
Spectral Hound
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
max grave, heals - ($2)
grave hits sql GPT, sparkshot dog
tap grave, sword tech GPT
Hound breaks your tech 1 your base to 18
aven htis Cal to 3
hero’s hall - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Building Inspector (1/1+A)
-
Elite:
-
Scavenger:
-
Technician: Spectral Flagbearer (2/2)
-
Lookout:
In Play:
- Grave, lvl 7, (4/2)
- Spectral Aven (2/2)
- Spectral Hound (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
hmmm, fortunate patrol for me. jsut clear it out, build the heros hall, threaten free speech until otherwise.
if he plays back, i can tech up next turn. if not, jsut keep going. minimal targeting from Cal / red starter.
"
Omg oof I walked into that one…
Game 13, Player 2, Turn 4
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (8)
- draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Huntress, Desperation
Bloodlust x2
Gunpoint Taxman x2
Main:
-
Cala taps to bring a Stalking Tiger into play (4)
- Bombaster (2)
- Rebuild tech 1 (1)
- Worker (0)
Workers
Careless Musketeer, Mad Man, Bloodburn, Scorch
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Bombaster (2/2+1armor)
-
Elite:
-
Scavenger: Stalking Tiger (4/4 invisible)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Huntress
Makeshift Rambaster
Charge
Bloodrage Ogre
End of Turn Discard
My Thoughts
Shrug idk, I set that up super poorly… forgot about that maxband play. Should have put Dog in scav I guess
"P1T5
Tech StartingHand Workers
TECH
Macciatus, The Whisperer
Macciatus, The Whisperer
STARTING HAND
Traffic Director
Free Speech
Spectral Hound
Spectral Hound
WORKERS
Lawful Search
Jail
Bluecoat Musketeer
Porkhand Magistrate
W5 - Traffic Director
NextHand
Arrest
Manufactured Truth
Discard
Free Speech
Spectral Flagbearer
Macciatus, The Whisperer
Macciatus, The Whisperer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
quince, mirror - ($5)
free speech - ($3)
spectral hound - ($2)
spectral flagbearer - ($1)
Hound 1 kills bombaster
Aven/Flagbearer kills tiger
Grave / Building inspector break tech 1, your base to 16
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Mirror Illusion (0/1+A)
-
Elite:
-
Scavenger: Spectral Hound #2 (3/3)
-
Technician: Spectral Flagbearer (2/2)
-
Lookout:
In Play:
- Grave, lvl 7, (4/2)
- Quince, lvl 1, (1/3)
- Building Inspector (1/1)
- Spectral Aven (2/2)
- Spectral Hound #1 (3/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
if i can just draw free speech next hand,this is pretty locked up. teching double macciatus just in case.
"
Yuck…
Game 13, Player 2, Turn 5
P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline
Starting Hand
Huntress
Makeshift Rambaster
Charge
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Centaur
Huntress, Desperation
Bloodlust x2
Gunpoint Taxman x2
Main:
- Rebuild tech1 (9)
- Bloodrage Ogre (7)
- Tower (4)
- Worker (3)
Workers
Charge, Careless Musketeer, Mad Man, Bloodburn, Scorch
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Calamandra (4/3 lvl 5)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodlust
Gunpoint Taxman
Pillage
Gunpoint Taxman
End of Turn Discard
My Thoughts
uggghh I hope I get to keep my tech 1 but I somehow doubt that’ll happen…