STARTING HAND
Reputable Newsman
Lawful Search
Porkhand Magistrate
Jail
Manufactured Truth
WORKERS
NextHand
Arrest
Building Inspector
Traffic Director
Spectral Aven
Bluecoat Musketeer
Discard
Lawful Search
Reputable Newsman
Manufactured Truth
Porkhand Magistrate
Jail
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
General Onimaru - ($1)
Float ($1)
Discard 5, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Onimaru L1 2/3 (frenzy 1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 4
Thoughts
I have no idea how to play a Blue mirror, so this could be interesting. I’ve got just enough gold to get Tech I and a Building Inspector on turn 2, plus a midband Grave, which seems like a decent start. Or I go for Onimaru and build a Heroes’ Hall, planning for early Twin shenanigans. Then I can efficiently deal with Aven with a Boot Camp. OK, opening with Oni.
I’ve added the worker I forgot to put in last turn.
P1T2
Tech StartingHand Workers
TECH
Rambasa Twin
Boot Camp
STARTING HAND
Bluecoat Musketeer
Building Inspector
Arrest
Traffic Director
Spectral Aven
WORKERS
Jail
Bluecoat Musketeer
NextHand
Porkhand Magistrate
Arrest
Traffic Director
Rambasa Twin
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Building Inspector - ($2)
Arrest, Bluecoat Musketeer is disabled - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Onimaru L1 2/3+1A (frenzy 1)
Elite:
Scavenger:
Technician: Building Inspector 1/1 (your first building costs 1 more gold)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I can’t stick Oni in front with that Musketeer out. If I’m putting down Building Inspector, I could either block with it and build a Heroes’ Hall, or Arrest the Musketeer and stick Oni in front, I go down a card but force him to pay 2 gold for a Tech I. Stops him from levelling his own Oni up, let’s go with that.
STARTING HAND
Reputable Newsman
Manufactured Truth
Building Inspector
Porkhand Magistrate
Jail
WORKERS
Traffic Director
Jail
NextHand
Lawful Search
Manufactured Truth
Arrest
Spectral Aven
Building Inspector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Oni - ($1)
My Oni goes into a frenzy and readily kills your Oni, levels to 7, now on 2 health
Float ($1)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Onimaru L7 (3/2A) Frenzy, readiness
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bluecoat Musketeer (exhausted, back next upkeep)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
My first thought is aggressive level up Oni and kill his. Can this be punished? NOthing in the Blue starter alone, as far as I can see. A manufactured truth his inspector into a spectral hound would be bad - but would seem unlucky, unless he has though that far ahead. Other tech Is don’t really scare me. He could tech II up, but then I’ll be fine. Do I have a better play? Building inspector - no. Newsman - could block no 2, but I don’t think I would gain much. If I did this I would Tech II for 2… seems bad. Truth - no good target with my musketeer exhausted. Jail - I am behind, doesn’t seem a good time. OK let’s do this, I have rationalised it - hopefully no hound man-truth or another punish I haven’t seen, I’ll be totally blown up if so! Tech - no Tech , so Oni spells (since I am committing hard). To play the Newsman or not? It gives me another Training target next turn, but on the other hand I could use it for something better I’m sure… OK saving it this time, but may regret it.
Spectral Aven
Boot Camp
Lawful Search
Manufactured Truth
Discard
Traffic Director
Arrest
Elite Training
Focus Master
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rambasa Twin, his brother arrives - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rambasa Twin #1 3/2+1A
Elite:
Scavenger:
Technician: Rambasa Twin #2 3/2
Lookout:
In Play:
Building Inspector 1/1 (your first building costs 1 more gold)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 7
Thoughts
Huh, he’s skipping Tech I. Well, his Onimaru is scary now, but I don’t have to worry about Fencers or Brave Knights just yet. Bringing in Elite Training to deal with Soldiers if he maxbands. I think I want to go Discipline by default to take advantage of a lean deck, starting with Focus Master to help the Twins out. Keeping the Inspector at the back to maximise my chances of firing off a Manufactured Truth to get my planned engine going.
… Nice, I drew MT, so I have enough to bring Onimaru back in, copy a Twin, and tech up. Probably going to have a wave of Soldiers to cut through, though, so getting good Twin deaths might be a problem.
STARTING HAND
Lawful Search
Spectral Aven
Building Inspector
Arrest
Manufactured Truth
WORKERS
Traffic Director
Jail
Building Inspector
NextHand
Porkhand Magistrate
Elite Training
Reputable Newsman
Discard
Lawful Search
Nimble Fencer
Brave Knight
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Arrest your SQL twin - ($5)
Spectral Aven - ($3)
Manufactured Truth - Musketeer becomes an Aven - ($2)
The Aven Musketeer kills Technician Twin - returns to codex, you draw
Oni Readily kills Inspector - my buildings can now be built without regulation
Level Oni to 8 - three Soldiers appear - ($1)
Tech I - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Soldier (1/1) Sparkshot
Lookout:
In Play:
Bluecoat Musketeer (1/2) [long range with 1 atk]
Onimaru L8 (4/5) Frenzy, readiness
Soldier #2 (1/1) Sparkshot
Soldier #3 (1/1) Sparkshot
Spectral Aven (2/2) Flying
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 8
Thoughts
AGGRO ONIMARU strategy - burn everything, hope to make it back later with a Flagstone Garrison maybe? And Brave Knights to refill my hand over time. Tech Oni Ultimate if it still looks feasible next turn.What is coming from him - Unsure. Oni back? Some Discipline? Cadets? Blue starter is still not hasty, so that’s fine. His tech I options - still underwhelming vs my board. Reversal could deal damgae, so I will not patrol Oni. The risk: Losing momentum because I am down so many cards. Will just wait and see, it’s a casual game.
Elite Training
Brave Knight
Free Speech
Traffic Director
Discard
Boot Camp
Lawful Search
Arrest
Manufactured Truth
Tech 2 card(s)
Get Paid + float - ($8)
Technician draw before teching
General Onimaru - ($6)
Boot Camp, your Spectral Aven pops, I reshuffle and draw - ($5)
Lawful Search, I look at your hand and draw - ($4)
Reputable Newsman, naming 2 - ($2)
Building Inspector - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Onimaru L1 2/3+1A (frenzy 1)
Elite:
Scavenger: Reputable Newsman 0/3 (you can’t play 2-cost spells or upgrades)
Technician:
Lookout: Building Inspector 1/1 (resist 0+1, your first building costs 1 extra gold)
In Play:
Rambasa Twin #1 3/2+1A (disabled)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
Ugh, hadn’t accounted for Arrest. Still, at least I have Boot Camp to get rid of the Aven, and Lawful Search let me Elite Training in James’s hand and block it with a Newsman. I can afford to put Onimaru in front, since his is at maxband. No Manufactured Truth to copy the Twin, so this patrol should do OK for protecting the Twin and stopping Elite Training, at least on the attack.
… I can still tech up on time if I want to, and I have a spell option whether Oni dies or not. Great.
STARTING HAND
Elite Training
Porkhand Magistrate
Reputable Newsman
WORKERS
Traffic Director
Jail
Building Inspector
Elite Training
NextHand
Spectral Aven
Elite Training
Brave Knight
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Oni kills your Oni, takes 2 damage
Musketeer snipes your building inspector from long range
Soldiers mob and kill your Newsman
Reputable Newsman - choose number 3 - ($5)
Tech II (Peace) - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Reputable Newsman (0/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bluecoat Musketeer (exhausted, back next upkeep)
Onimaru L8 (4/3) Frenzy, readiness
Soldier #2 (1/1) Sparkshot
Soldier #3 (1/1) Sparkshot
Soldier (1/1) Sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Newsman - what a bummer. What now? Wipe his patrol, defend with one of my minion in hand, tech up. Which minion? Is there a spell I am particularly scared of? Yes: reversal. Everything else is OK. If he has no reversal, PHM is probs better - I can swing with it next turn, and it kills things running in to it, and I could use it to grab an extra card for the reshuffle. However, if I play is and he DOES have reversal, it dies --> twin kills Oni, who would be on 3 --> Elite training is a dead draw next turn. I think I will be defensive and play it - I can always make it a training target to swing with it next turn anyway. What to tech? Art of war is an option - but what would I be swinging into? Tech building I guess. Pretty good if I could draw it next turn - I will draw 2/9 from my reshuffle. Other option - tech II cards. Flagstone Garrison? Grounded guide? I think my win condition is the Garrison combo, so let’s go with that.
Squad Leader: Brave Knight 3/3+1A (readiness, returns to hand if killed with combat damage)
Elite:
Scavenger:
Technician: Rambasa Twin #1 3/2+1A (disabled)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Blocking 3, I guess he’s worried about Reversal? Dragons and Rocs are about the only ways I have to hit the back without patrollers out the way, so Discipline it is.
STARTING HAND
Elite Training
Spectral Aven
Brave Knight
WORKERS
Traffic Director
Jail
Building Inspector
Elite Training
Spectral Aven
NextHand
Arrest
Porkhand Magistrate
Flagstone Garrison
Discard
Elite Training
Brave Knight
Drill Sergeant
Overeager Cadet
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Elite training - Soldiers 1 and 2 become ELITE - ($7)
And then die chasing off the Brave Knight, who returns to your hand
Soldier 3 runs into Twin and dies
Musketeer snipes down the Twin, who returns to your codex; you draw
The General goes into a frenzy and destroys your Tech II; your base on 18
Quince - Mirror arrives - ($5)
Surplus - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Reputable Newsman (0/3A)
Elite:
Scavenger:
Technician: Mirror Token (0/1)
Lookout:
In Play:
Bluecoat Musketeer (exhausted, back next upkeep)
Onimaru L8 (4/3) Frenzy, readiness
Quince L1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Surplus HP: 4
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Pressure, maintain board, and recover cards --> victory is assured.
Tech 2 card(s)
Get Paid + float - ($10)
Technician draw before teching
Rebuild Tech II
Worker - ($9)
Sirius Quince, Mirror arrives - ($7)
Brave Knight - ($4)
Free Speech, your heroes have no abilities and can’t use spells - ($2)
Midband Quince - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Brave Knight 3/3+1A (readiness, returns to hand if killed with combat damage)
Elite:
Scavenger: Mirror 0/1 (illusion)
Technician: Quince L3 1/4
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
Yeesh. Plays that come to mind:
Maxband Onimaru, to block with weenies now James’s Soldiers are gone
Maxband Quince and replay Brave Knight, put the Knight mirror in front
Quince, Free Speech, Tower or Knight, 2 gold spare
Skip worker, Quince, Free Speech, Tower, Knight
Given his Onimaru is the only thing down with a decent attack rating, forcing him to suicide seems a good idea, so I’m going option 3. Midbanding Quince with the remaining gold, in case a Fencer shows up.
STARTING HAND
Arrest
Flagstone Garrison
Porkhand Magistrate
Manufactured Truth
The Art of War
WORKERS
Traffic Director
Jail
Building Inspector
Elite Training
Spectral Aven
Manufactured Truth
NextHand
Nimble Fencer
Elite Training
Drill Sergeant
Lawful Search
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Flagstone Garrison - ($6)
Porkhand Magistrate, I draw - ($3)
Float ($3)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Reputable Newsman (0/3A)
Elite: Porkhand Magistrate (2+1 = 3/3)
Scavenger:
Technician: Mirror Token (0/1)
Lookout:
In Play:
Bluecoat Musketeer (exhausted, back next upkeep)
Onimaru L8 (4/3) Frenzy, readiness
Quince L1 (1/3)
Flagstone Garrison (4HP)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Surplus HP: 4
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 3
Workers: 11
Thoughts
Treading water this turn. If I could have played my Art of War it would have been good, but what can ya do. It unfortunately will allow him to play a tech II card - not sure what it will be, and I dont think it changes my play so not thinking too hard about it!
STARTING HAND
Lawful Search
Nimble Fencer
Elite Training
Drill Sergeant
Brave Knight
Arrest
The Art of War
Overeager Cadet
Drill Sergeant
Overeager Cadet
Air Hammer
WORKERS
Traffic Director
Jail
Building Inspector
Elite Training
Spectral Aven
Manufactured Truth
NextHand
Elite Training
Air Hammer
Air Hammer
The Art of War
Arrest
Tech 2 card(s)
Get Paid + float - ($14)
Drill Sergeant, draw 1 - ($11)
Nimble Fencer, draw 1 and one rune on Serge (on 1) - ($9)
Brave Knight, draw one and one rune to Serge (on 2) - ($6)
Overeager cadet, draw one and one rune on Serge (on 3)
Drill sergeant #2, draw 1 and one rune on Serge #1 (on 4) - ($3)
Sergeant #1 transfers 2 runes to Nimble Fencer - now 4/5 with haste, 2 runes left on Serge #1
Fencer chases off Brave Knight back to your hand, takes three damage (now 4/2)
Two runes from Serge #1 to Musketeer (Serge now on 0 runes) - musketeer kills Onimaru, you draw, Quince to L 3
Pay 2 gold - Quinces mirror now becomes a Drill Sergeant (#3!) - ($1)
Overeager cadet #2, draw one and one rune on Serge #1 (on 1), one on serge #2 (on 1), and one on the guest appearance Drill Sergeant #3
Quince kills your Mirror
Onimaru kills your Tech II, your base to 16
The Porkhand disables your Lightning Dragon #1 - you draw - ($0)
Token from Real Sergeant #1 goes to Newsman
Mirror Sergeant and Newsman breaks your Tech I - your base to 14
Token from Mirror Sergeant to Brave Knight
End of turn, Mirror Sergeant vanishes
Float ($0)
Discard 5, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Brave Knight (4/4A) [1+]
Elite:
Scavenger: Overeager Cadet
Technician: Overeager Cadet
Lookout:
In Play:
Bluecoat Musketeer (3/2) [2+]
Onimaru L8 (4/3) Frenzy, readiness
Quince L3 (1/4)
Flagstone Garrison (4HP)
Drill Sergeant #1 (3/3) [0 +]
Nimble Fencer (4/2) [2+]
Drill Sergeant #2 (4/4) [1+]
Porkhand Magistrate (2/3)
Reputable Newsman (1/4) [1+]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Air Hammers were not the right tech - starlets would have actually been better! Now, after the recruitment rush, what to use that last 3 gold on? Art of War and kill his Tech building? Nah - Elite training and make sure those dragons can’t swing more than once. Hoping to win next turn really. WAIT I COULD COPY A SERGEANT. This is just too much fun not to do, even if the Elite Training may actually be better in the long run…
Think I’ll GG there, didn’t quite have enough time for my Dragons to start hitting your base and garrisons before the avalanche started! Happy to go again, you start.