Casual: Dreamfire [Discipline/Strength]/Finesse vs Zango [Finesse]/Demon/Necro

@zango GL HF!

P1T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Smoker
Safe Attacking
Morningstar Flagbearer
Fox Viper


WORKERS
Fox Viper


NextHand

Savior Monk
Grappling Hook
Aged Sensei
Snapback
Fox Primus


Discard

Safe Attacking
Morningstar Flagbearer
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Smoker (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Grave lvl 1 (2/3)

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

@zango’s turn!

GL & HF!

I tried to get a read on your preferred strategy with this deck. But studying your past games just showed that you obviously are very familiar with the whole variety of options your deck offers. Now let’s see how good I’ll be able to fend off one of the best P1 decks while having a dramatic lack of antiair. But for the moment I’m still optimistic.
Did I mention that I’m quite happy that you didn’t start with AS+grave as well as that you chose not to take rook into t3 birds?

game1 P2T1

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Tenderfoot (1/2)
Older Brother (2/2)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Timely Messenger (1/1)


WORKERS
Granfalloon Flagbearer (2/2)


NextHand

Helpful Turtle (1/2)
Bloom
Fruit Ninja (2/2)
Wither
Spark


Discard

Brick Thief (2/1)
Older Brother (2/2)
Timely Messenger (1/1)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
tenderfoot - ($3)
vandy - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • vandy (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

Who said I wasn’t going for t3 birds? :wink:

P1T2


Tech StartingHand Workers

TECH
Birds’ Nest
Sparring Partner


STARTING HAND
Savior Monk
Fox Primus
Aged Sensei
Grappling Hook
Snapback


WORKERS
Fox Viper
Fox Primus


NextHand

Birds’ Nest
Safe Attacking
Sensei’s Advice
Snapback


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grappling Hook moves Tenderfoot to lookout.
Grave kills Tenderfoot.
Aged Sensei - ($3)
Tech 1 - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Smoker (1/1)
  • :target: Lookout:

In Play:

  • Grave lvl 1 (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

@Zango’s turn!

Quite risky what you’re doing here and you lost the bet you took on me not having wither+spark/messenger. Let’s see whether my bloated cycle is a drawback I can live with.

game1 P2T2

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Leaping Lizard (3/5)
Leaping Lizard (3/5)


STARTING HAND
Spark
Bloom
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Wither


WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)


NextHand

Helpful Turtle (1/2)
Brick Thief (2/1)
Wither
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
wither SL - ($4)
spark returns technician to your hand - ($3)
vandy kills grave
Tech 1 - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • vandy (3/4, lvl3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

trading tenderfoot for a card and one damage on grave looks like a damn good deal for me, so let’s capitalize on that. with a clear board I should be able to tech up next turn so no need for wasting a big cycle with only tech 0+tech 1 cards in it.

P1T3


Tech StartingHand Workers

TECH
Martial Mastery
Nimble Fencer


STARTING HAND
Safe Attacking
Sensei’s Advice
Birds’ Nest
Snapback


WORKERS
Fox Viper
Fox Primus
Smoker


NextHand

Savior Monk
Sparring Partner
Morningstar Flagbearer
Grappling Hook
Snapback


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rook - ($3)
Birds’ Nest, birds arrive - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rook lvl 1 (3/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bird (1/1)
  • Bird (1/1)
  • Birds’ Nest, channeled by Rook

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Having Sensei’s Advice and Snapback in this hand and not the next means I probably lose.

@Zango’s turn!

game1 P2T3

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Grounded Guide (4/4)
Nimble Fencer (2/3)


STARTING HAND
Brick Thief (2/1)
Timely Messenger (1/1)
Wither
Helpful Turtle (1/2)


WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)


NextHand

Bloom
Spark
Tenderfoot (1/2)
Leaping Lizard (3/5)


Discard

Timely Messenger (1/1)
Wither
Brick Thief (2/1)
Grounded Guide (4/4)
Nimble Fencer (2/3)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 - ($4)
messenger pings rook - ($3)
vandy kills rook, maxbands & dooms a bird
HH - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • vandy (4/5, lvl5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

let’s provide some targets so that he has to choose what to destroy. I don’t see a possible line where he is able to destroy tech 2 AND vandy so I should be fine.
Grave + SA on birds killing something plus Tech 2 and/or twins seems like the most likely routes. Fencer+river+two step probably is the god draw (in terms of maximum damage now) but even that wouldn’t be devastating.

P1T4


Tech StartingHand Workers

TECH
Nimble Fencer
Martial Mastery


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Sparring Partner
Savior Monk
Snapback


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Martial Mastery
Safe Attacking
Sensei’s Advice
Nimble Fencer
Aged Sensei


Discard

Snapback
Birds’ Nest
Sparring Partner
Grappling Hook
Savior Monk
Nimble Fencer
Martial Mastery


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Grave - ($5)
Snapback Vandy for Garth - ($2)
Doomed Bird kills Garth, Grave to midband.
Other Bird pings tech 2.
River - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 3 (3/4)
  • :target: Lookout:

In Play:

  • Bird (3/3), doomed
  • Bird (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Very lucky to have redrawn Snapback.

@Zango’s turn!

You can’t replay Vandy the turn after she’s been Snapbacked.

1 Like

Ah obviously… Got it mixed up with OS as it’s been ages that I played against white starter, sorry for that. Will redo my turn tomorrow.

1 Like

Okay I’m just floating instead, but did a slight change to my tech choice. Redrew my hand accordingly.

game1 P2T4

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Dark Pact


STARTING HAND
Tenderfoot (1/2)
Bloom
Spark
Leaping Lizard (3/5)


WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Spark


NextHand

Nimble Fencer (2/3)
Leaping Lizard (3/5)
Older Brother (2/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
lizzo - ($7)
tenderfoot - ($6)

Float ($6)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 6
  • Workers: 9
Thoughts

that’s a bummer to get both card draw engines neglected, especially after bottom decking my second lizzo. But still I’m feeling to be in a very good position against this monster of a P1 deck. In hindsight it would have been way better to tech a maestro instead of the guide, but well, that happens if you’re going on the fast lane for a casual match

P1T5


Tech StartingHand Workers

TECH
Star-Crossed Starlet
Reversal


STARTING HAND
Aged Sensei
Sensei’s Advice
Safe Attacking
Nimble Fencer
Martial Mastery
Savior Monk
Reversal


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Safe Attacking


NextHand

Nimble Fencer
Star-Crossed Starlet
Aged Sensei
Grappling Hook


Discard

Martial Mastery
Reversal
Savior Monk
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($8)
Martial Mastery, I discard, reshuffle and draw 2, then look at your hand. - ($7)
Reversal disables Lizard - ($4)
River kills Tenderfoot, you draw.
Grave and Bird break tech 2, your base to 18.
Worker - ($3)
Nimble Fencer - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 3 (3/4)
  • :target: Lookout:

In Play:

  • River lvl 1 (2/2)
  • Bird (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9

@Zango’s turn!

Ok, that reversal for me on the wrong foot. I was too cocky with this ton of float instead of playing river as well, obviously. Wonder if this mistake cost me the game…

game1 P2T5

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Maestro (3/5)


STARTING HAND
Older Brother (2/2)
Leaping Lizard (3/5)
Nimble Fencer (2/3)
Grounded Guide (4/4)


WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Spark
Older Brother (2/2)


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Wither
Nimble Fencer (2/3)


Discard

Tenderfoot (1/2)
Grounded Guide (4/4)
Leaping Lizard (3/5)
Star-Crossed Starlet (3/2)
Maestro (3/5)


Tech 2 card(s)
Get Paid + float - ($15)
Worker - ($14)
rebuild tech 2
vandy - ($12)
fencer - ($10)
maxband vandy, doom both fencers - ($6)
tower, my base to 16 - ($3)
river - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (4/5, doomed)
  • :psfist: Elite: River (2/3, lvl1)
  • :ps_: Scavenger:
  • :pschip: Technician: vandy (4/5, lvl5)
  • :target: Lookout:

In Play:

  • Leaping Lizard (3/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

seriously? technician draw guide???

P1T6


Tech StartingHand Workers

TECH
Maestro
Grounded Guide


STARTING HAND
Nimble Fencer
Grappling Hook
Aged Sensei
Star-Crossed Starlet


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Safe Attacking


NextHand

Birds’ Nest
Sparring Partner
Martial Mastery
Snapback


Discard

Martial Mastery
Reversal
Savior Monk
Sensei’s Advice
Star-Crossed Starlet
Nimble Fencer
Grappling Hook
Aged Sensei
Maestro
Grounded Guide


Tech 2 card(s)
Get Paid + float - ($10)
River to midband, sidelines SQL - ($8)
Star-Crossed Starlet, trades with your River, Grave to lvl 5 - ($6)
Doomed Fencer and Bird trade with Vandy, Grave to maxband, you draw.
Nimble Fencer, hits your tech 2 - ($4)
Grave readily breaks tech 2, your base to 14.
Exhaust Grave and spend sword to kill Lizard.
Tech 2 (Finesse) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave lvl 7 (4/4), swordless
  • River lvl 3 (2/4)
  • Nimble Fencer (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9

@Zango’s turn!

game1 P2T6

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Nimble Fencer (2/3)
Brick Thief (2/1)
Wither
Timely Messenger (1/1)
Bloom


WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Spark
Older Brother (2/2)


NextHand

Grounded Guide (4/4)
Dark Pact
Tenderfoot (1/2)
Maestro (3/5)


Tech 0 card(s)
technician draw
Get Paid + float - ($11)
rebuild tech 2
Garth - ($9)
skel - ($8)
fencer kills your fencer - ($6)
Thief, damages your tech 2, heals my base - ($4)
messenger - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Timely Messenger (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger: Brick Thief (2/1)
  • :pschip: Technician:
  • :target: Lookout: skel 1/1

In Play:

  • Nimble Fencer (2/1)
  • Garth (1/3, lvl1)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

after bottom decking lizzo, then technician draw guide which prevented me from playing the very relevant extra patroller brother I’m finally lucky: technician draw bloom means a DP in my next hand for sure, woohoo! now let’s see whether Garth survives. but hopefully he’s running out of steam soon and his deck definitely is ultra diluted. ofc it’s still possible to have lucky draws align well for him

Post draw: wow!

P1T7


Tech StartingHand Workers

TECH
Blademaster
Blademaster


STARTING HAND
Birds’ Nest
Martial Mastery
Sparring Partner
Snapback


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Safe Attacking
Birds’ Nest


NextHand

Star-Crossed Starlet
Blademaster
Blademaster
Savior Monk


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 3 - ($3)
Sparring Partner - ($2)
Rook - ($0)
Grave readily kills SQL.
River kills skeleton.

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A)
  • :psfist: Elite: Rook lvl 1 (3/4)
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 7 (4/3), swordless
  • :target: Lookout:

In Play:

  • River lvl 3 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Very tempted to dump my hand and MM, but I’m gonna tech up and hope that zango doesn’t have all 4 virtuosos in their next hand.

@Zango’s turn!

I think this should be it. I have enough power in my hand to make use of this opening that you’re providing.

game1 P2T7

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Dark Pact
Tenderfoot (1/2)
Maestro (3/5)
Grounded Guide (4/4)
Wither
Leaping Lizard (3/5)


WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Spark
Older Brother (2/2)


NextHand

Star-Crossed Starlet (3/2)
Leaping Lizard (3/5)
Nimble Fencer (2/3)
Bloom


Discard

Timely Messenger (1/1)
Dark Pact
Brick Thief (2/1)
Wither
Leaping Lizard (3/5)


Tech 0 card(s)
Get Paid + float - ($13)
Vandy - ($11)
DP my base to 13, draw 2 (boo, only lizzo+wither, no virtuoso) - ($10)
Maestro - ($7)
Guide - ($2)
tenderfoot (for free) kills SL
thief trades grave, lvl to garth, pings tech 3, my base to 14
fencer trades rook, garth to lvl 5
maxband garth resurrects fencer - ($0)
fencer breaks tech 3
Garth attacks tech 2 down to 1 (thief ping last turn)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy (2/3, lvl1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (4/4)
  • Garth (3/4, lvl7)
  • Grounded Guide (4/4)
  • Tenderfoot (3/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

This is it! Finally I get a chance to act and the deck delivers! Even if I don’t hit a virtuoso (60%) with DP, I can still clear the patrol, break tech 3 and bring tech 2 for another 3 and have vandy, skeleton and at least one lizzo for defense (Guide backline). If I hit bloom+wither it’s double tech break and vandy+skeleton in patrol.
Post DP: realized that I prefer a Maestro in game over Lizzo+skeleton…

Yeah, I have both Blademasters in this hand so nothing to even stall for/with. GG WP!

You’re up as P1.

GG WP
I have severly underestimated your strategy with this deck and played too optimistic. Also your start wasn’t close to an optimal one with AS in the starting hand and me being able to punish your gamble turn 2. Without wanting to sound cocky, I think the future P2 matches are going to be way more intense than the ones with me being P1 as white usually struggles with being P2. Let’s swap sides at least once, after that we should probably stick to me being P2.

GL & HF with game number 2:

game2 P1T1

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Helpful Turtle (1/2)
Tenderfoot (1/2)
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom


WORKERS
Fruit Ninja (2/2)


NextHand

Timely Messenger (1/1)
Spark
Older Brother (2/2)
Brick Thief (2/1)
Wither


Discard

Bloom
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
tenderfoot (lucky me) - ($2)
vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)
  • Vandy (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Snapback
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook


WORKERS
Fox Primus


NextHand

Sensei’s Advice
Aged Sensei
Smoker
Savior Monk


Discard

Grappling Hook
Snapback


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Safe Attacking - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fox Viper (2/1)
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

@Zango’s turn!

game2 P1T2

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Brick Thief (2/1)
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Wither


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Bloom
Brick Thief (2/1)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
vandy kills technician
tenderfoot pings your base
brother - ($2)
tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)
  • Vandy (2/1, lvl1)
  • Older Brother (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6