Casual: dozenal (Mono-Red) vs Stokes52 (Mono-Green)

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Scorch
Mad Man
Careless Musketeer
Charge


WORKERS
Careless Musketeer


NextHand

Pillage
Makeshift Rambaster
Bombaster
Nautical Dog
Bloodburn


Discard

Scorch
Charge
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Mad Man - ($2)
Summon Zane - ($0)
Mad Man attacks Base, deals 1 damage
Zane attacks Base, deals 2 damage

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man
  • Zane
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

Uh oh, the base race has begun! :smiley: Good luck HF!

P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Tiger Cub
Forest’s Favor
Playful Panda
Ironbark Treant


WORKERS
Playful Panda


NextHand

Verdant Tree
Young Treant
Merfolk Prospector
Rich Earth
Spore Shambler


Discard

Forest’s Favor
Rampant Growth
Ironbark Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Tiger Cub - ($2)
Summon Calamandra - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]: Calamandra (2+1/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

Sorry about the delay, had my mum staying for the weekend. Let’s do this!

P1T2


Tech StartingHand Workers

TECH
Flame Arrow
Flame Arrow


STARTING HAND
Bombaster
Bloodburn
Makeshift Rambaster
Pillage
Nautical Dog


WORKERS
Careless Musketeer
Bloodburn


NextHand

Makeshift Rambaster
Flame Arrow
Scorch
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bombaster - ($2)
Play Nautical Dog - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Mad Man (1+1/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/2)
  • Nautical Dog (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

Not a problem man, good luck!

P2T2


Tech StartingHand Workers

TECH
Behind the Ferns
Ferocity


STARTING HAND
Merfolk Prospector
Young Treant
Verdant Tree
Spore Shambler
Rich Earth
Behind the Ferns


WORKERS
Playful Panda
Rich Earth


NextHand

Forest’s Favor
Rampant Growth
Ironbark Treant
Ferocity


Discard

Spore Shambler
Verdant Tree
Merfolk Prospector
Behind the Ferns


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Young Treant, I draw a card - ($2)
Calamandra discards 2 cards to stealth, sneaks past and kills Zane, goes to level 3, heals
Build Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A, Resist:1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2, Resist:1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Lv.3 (3/4, gives units Resist:1)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I don’t usually play Calamandra, but the stealth play I’m making here makes me wonder why I haven’t been playing her more. Wow. Being able to sneak past his patrol on turn 2 to kill a hero feels good. The Young Treant draw means I don’t even really give up much in the way of cards. I guess plays like that do not often present themselves, but still, it’s a nice thing to have in the toolkit.

Edit: fixing base health

2 Likes

P1T3


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Scorch
Flame Arrow


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre


NextHand

Makeshift Rambaster
Flame Arrow
Pillage
Charge


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Mad Man and Nautical Dog attack, kill Tiger Cub. Both die
Bombaster attacks, kills Young Treant
Summon Jaina - ($4)
Jaina casts Flame Arrow, kills Calamandra, levels to 3 - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bombaster (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Edit: Added attack/health to Jaina
Edit 2: Deck 6, not 4

Hey @dozenal, sorry for the delay. For some reason I didn’t see the notification, or it got cleared somehow, so I still thought it was your turn this whole time. Woops.

Just so you know, I’ll be around to post my turns today, but from Saturday to Monday I’ll be out in the woods and away from a computer/wifi.

P2T3


Tech StartingHand Workers

TECH
Centaur
Dinosize


STARTING HAND
Ferocity
Rampant Growth
Ironbark Treant
Forest’s Favor
Merfolk Prospector


WORKERS
Playful Panda
Rich Earth
Ironbark Treant


NextHand

Spore Shambler
Dinosize
Behind the Ferns
Tiger Cub
Verdant Tree


Discard

Merfolk Prospector
Rampant Growth
Ferocity
Forest’s Favor


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Argagarg at max - ($0)

Float ($0)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Lv.5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I was expecting everyone else to die, but I was definitely not expecting the Jaina flame arrow combo there. I could go to Tech II, but I feel like he will just destroy it. I’m bringing out Arg instead to get my hand size up and some units on the board.

I don’t think that you drew a card from when I killed Young Treant in Technician slot. That’s my bad, I should have explicitly stated that you drew on my turn

1 Like

@dozenal nah, I should have caught it. I’m doing the same thing, but I went back and redid the draw correctly. It will affect my discard/draw/reshuffle timing but that’s it.

I made a mistake in my sheet last turn, it doesn’t affect anything on the board, but I should actually have 6 in my deck (Mad Man and Nautical Dog are both missing).

Edit: Deck, not discard pile
Edit 2: My is corrupted! I am unable to generate a new post (it keeps showing P1T3). I tried to start from scratch, but changing the drawn values to the ones that actually happened corrupts the sheet. I think I will have to continue this game without the sheet :frowning:
Edit 3: My sheet is not corrupted, just forgot to Discard/Draw before generating :stuck_out_tongue:

P1T4


Tech StartingHand Workers

TECH
Desperation
Chameleon Lizzo


STARTING HAND
Pillage
Charge
Flame Arrow
Makeshift Rambaster


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Pillage


NextHand

Lobber
Flame Arrow
Nautical Dog
Scorch


Discard

Flame Arrow
Charge
Makeshift Rambaster
Desperation
Chameleon Lizzo


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina casts Flame Arrow, kills Water Elemental - ($2)
Level Jaina to 4 - ($1)
Tap Jaina for midband ability, deal 1 damage, kill Wisp. Opponent draws card
Build Tech I - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina (3/3) [Lvl 4]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Earlier I workered units while I teched spells and now my deck is too spell heavy. His Wisp is threatening, I think that I need to kill it now to prevent a dual attack from Dinosized Wisp and buffed (from Spore Shambler) Argagarg next turn.

Edit: Jaina is (3/3) not (3/4)

1 Like

@dozenal: back in town and ready to play!

P2T4


Tech StartingHand Workers

TECH
Barkcoat Bear
Barkcoat Bear


STARTING HAND
Spore Shambler
Behind the Ferns
Dinosize
Tiger Cub
Verdant Tree
Young Treant


WORKERS
Playful Panda
Rich Earth
Ironbark Treant
Verdant Tree


NextHand

Tiger Cub
Centaur
Barkcoat Bear
Young Treant
Ferocity


Tech 2 card(s)
Get Paid - ($8)
Draw 1 (Technician)
Worker - ($7)
Tech II (Feral) - ($3)
Summon Spore Shambler - ($0)

Float ($0)
Discard 4, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+A, ++)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg Lv.5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

He’s invested a lot into Jaina, and he is JUST now getting to Tech I on the turn I am building Tech II. If I can kill Jaina I think I’ll be in a good spot, but I need to get units on the board to do that, and so far he’s doing a good job clearing all my units away.

I think you will win soon. Sorry for the late reply, I took a little longer than usual thinking about my tech choice.

P1T5


Tech StartingHand Workers

TECH
Chameleon Lizzo
Sanatorium


STARTING HAND
Flame Arrow
Scorch
Lobber
Nautical Dog


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Pillage


NextHand

Mad Man
Lobber
Lobber
Sanatorium
Flame Arrow


Tech 2 card(s)
Get Paid - ($8)
Flame Arrow kills Spore Shambler - ($4)
Jaina and Bombaster attack, kill Argagarg, take 1 damage each. Jaina levels to L6
Tech II - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina (3/2) [Lvl 6]
  • Bombaster (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I think that destroying their Tech II now will stop their Barkcoat Bear for a turn, but would be inefficient because Tech II rebuilds for free while I would have to keep spending to destroy it, while they amass heroes and lower tech units.

I am unsure whether my current tech choices are good, if he destroys my Tech II then the cards will be stranded in hand, but Sanatorium provides a second way of getting Tech II onto the board and Chameleon Lizzo isn’t hurt by Ephemeral. This game is probably lost, but I would like to see how the next few turns play out and maybe I will get a few lucky draws.

Edit: Tech II spec is Anarchy

Well you’ve got units in play and I don’t so, I’d still say it’s “close”. What is your Tech II spec?

Anarchy, I’ll fix my post

Your spec choice shouldn’t change my turn, so here goes:

P2T5


Tech StartingHand Workers

TECH
Moss Ancient
Moss Ancient


STARTING HAND
Centaur
Tiger Cub
Young Treant
Ferocity
Barkcoat Bear
Dinosize


WORKERS
Playful Panda
Rich Earth
Ironbark Treant
Verdant Tree
Tiger Cub


NextHand

Behind the Ferns
Barkcoat Bear
Rampant Growth
Forest’s Favor
Merfolk Prospector


Discard

Spore Shambler
Moss Ancient
Moss Ancient
Ferocity
Young Treant
Centaur
Dinosize


Tech 2 card(s)
Get Paid - ($9)
Draw 1 from Technician
Worker - ($8)
Barkcoat Bear - ($4)
Calamandra - ($2)
Ferocity (gives units Swift Strike + Armor Piercing till my next upkeep) - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Barkcoat Bear (5/5+A, Resist:2, Swift Strike, Armor Piercing, Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calamandra Lv.1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Time to start teching in my T3 cards. Barkcoat bears ftw against Fire spells! Getting Dinosize on the tech draw kinda sucks with Arg dead, but I do get to cycle my cards faster, which means T3 units faster.

P1T6


Tech StartingHand Workers

TECH
Pirate Gunship
Chaos Mirror


STARTING HAND
Flame Arrow
Mad Man
Lobber
Sanatorium
Lobber


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Pillage
Sanatorium


NextHand

Scorch
Chameleon Lizzo


Discard

Flame Arrow
Pirate Gunship
Chaos Mirror


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Mad Man - ($6)
Lobber - ($5)
Lobber - ($4)
Flame Arrow kills Calamandra. Jaina to L7, heals - ($0)
Tap Jaina, Lobber, Lobber, destroy Tech II, deal 2 damage to Base

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (1/2)
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina (4/3) [Lvl 7]
  • Lobber (2/2)
  • Lobber (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I need to rush their Base down as soon as possible. Destroying Tech II stops them from bringing out a second Barkcoat Bear, building Tech III next turn, and deals damage to their base. Workering my Sanatorium now is painful, but I think necessary because I am still 3 Lizzos and 3 Lobbers from destroying their base. Difficult to decide whether to tech a new Sanatorium or Gunship. Tech III will be more easily destroyed because that gold won’t go towards hiring patrollers, but Lizzo’s will take longer to kill their base and may get pulled into destroying tech buildings

1 Like

If possible, I would like to change the Mad Man from Technician to Elite, and Bombaster from Scavenger to Technician. I haven’t edited because you can veto if you prefer to play in this timeline

That’s fine, I’ll assume it’s changed for my post

P2T6


Tech StartingHand Workers

TECH
Stampede
Murkwood Allies


STARTING HAND
Behind the Ferns
Merfolk Prospector
Rampant Growth
Forest’s Favor
Barkcoat Bear


WORKERS
Playful Panda
Rich Earth
Ironbark Treant
Verdant Tree
Tiger Cub


NextHand

Forest’s Favor
Moss Ancient
Rampant Growth
Young Treant
Barkcoat Bear


Tech 2 card(s)
Get Paid - ($10)
Gain 1 gold from Scavenger - ($11)
Rebuild Tech II
Play Prospector - ($10)
Summon Argagarg at Max level - ($4)
Play Rampant Growth on Barkcoat bear, who safely kills Bombaster and Mad Man with Overpower - ($2)
Summon Midori - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Midori Lv. 1 (2/3, Resist:1)
    [B]In Play:[/B]
  • Barkcoat Bear (5/5, Resist:2, Overpower)
  • Argagarg Lv.5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Tech II down which means I don’t get my T3 next turn, but that’s okay. He’s down to 3 cards after I kill his technician, while I’ll have a full hand. I’m still in the lead, but Anarchy always has ways to just straight up win with T3, so we’ll see how it goes. I’m not sure if teching more cards here is the right call, but I’m gonna go for it.

P1T7


Tech StartingHand Workers

TECH
Chaos Mirror
Blood Lust


STARTING HAND
Chameleon Lizzo
Scorch
Charge


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Pillage
Sanatorium


NextHand

Chameleon Lizzo
Nautical Dog
Makeshift Rambaster


Discard

Flame Arrow
Pirate Gunship
Chaos Mirror
Bombaster
Mad Man
Charge
Chameleon Lizzo
Scorch
Chaos Mirror
Blood Lust


Tech 2 card(s)
Get Paid - ($9)
Chameleon Lizzo - ($5)
Charge buffs Lizzo - ($3)
Lizzo kills Bear
Lobber, Lobber trade Water Elemental
Zane - ($1)
Jaina atk, kill Midori, take 2 damage. Zane to L3
Zane to L4 - ($0)
Zane atk, kill Prospector - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina (4/1) [L7]
  • Zane (3/2) [L4]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

Edit: Discard has 12 (not 10), forgot to add Lobbers to discard pile when they died