game4 P1T5
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)
STARTING HAND
Spark
Leaping Lizard (3/5)
Timely Messenger (1/1)
Older Brother (2/1)
Maestro (3/5)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Bloom
Older Brother (2/1)
NextHand
Cloud Sprite (3/2)
Maestro (3/5)
Brick Thief (2/1)
Discard
Timely Messenger (1/1)
Spark
Tenderfoot (1/2)
Star-Crossed Starlet (3/2)
Maestro (3/5)
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
spark AS, you gain 1 - ($6)
maxband garth, fetch guide - ($2)
tenderfoot trades SL
messenger trades SPartner - ($1)
hurt fencer breaks tower, takes 1
other fencer kills grave, lvl fizzle
Garth attacks tech 2 for 3 damage
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (4/5)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Garth (1/3, lvl3)
- Nimble Fencer (4/1)
- Nimble Fencer (4/2)
- Grounded Guide (4/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 5
Gold:
- Gold: 1
- Workers: 9
Thoughts
expecting maxband rook, then double Tech break it’s guaranteed… this should be it