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

you never paid for that lizard?

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Thanks Bryce!

Seems correct about the lizzo in t5, planned for it but forgot to write it down, so no vandy possible in my turn 6. Do you want to replay that old state or do we just continue game 5?

I’ve already checked your teched cards and such, so not really. And it’s only a casual game anyway :wink:

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Ah no, it’s fine. I wrote skel for 1g but instead put the lizzo in play. But yeah, either way… thanks!

I think Bryce is talking about this turn.

Yeah, well, embarrassing…

Now let’s get the next round started, GL & HF

game5 P2T1

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Fruit Ninja (2/2)
Older Brother (2/2)
Wither


WORKERS
Fruit Ninja (2/2)


NextHand

Timely Messenger (1/1)
Bloom
Spark
Tenderfoot (1/2)
Brick Thief (2/1)


Discard

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


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
brother - ($2)
vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :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: 0
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Birds’ Nest
Nimble Fencer


STARTING HAND
Snapback
Savior Monk
Aged Sensei
Safe Attacking
Fox Primus


WORKERS
Fox Viper
Fox Primus


NextHand

Savior Monk
Safe Attacking
Aged Sensei
Birds’ Nest
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook to midband, kills Vandy - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Rook lvl 7 (3/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

@Zango’s turn!

Okay
No float in t5 means the exact same t6 minus vandy, which probably wouldn’t have changed your t6.
My t7 then means fencer trades rook instead of breaking tower, thief trading flagbearer and still base break with the rest of my team. Gives me a better feeling especially after not thinking about midband rook. :man_facepalming:
I’ll do my next turn tomorrow. Gd n8

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Luckily I had the only two cards in my second that allowed the revenge kill after my blunder, but deciding my tech choices was tough.
Against maxband rook in t3 the game would already have been over, obviously.

game5 P2T2

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

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Spark
Tenderfoot (1/2)
Brick Thief (2/1)
Timely Messenger (1/1)
Bloom


WORKERS
Fruit Ninja (2/2)
Bloom


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Tenderfoot (1/2)
Granfalloon Flagbearer (2/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
spark lookout - ($1)
messenger+brother trade rook - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Garth (1/3, lvl3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Rambasa Twin


STARTING HAND
Birds’ Nest
Savior Monk
Aged Sensei
Safe Attacking
Sensei’s Advice


WORKERS
Fox Viper
Fox Primus
Smoker


NextHand

Snapback
Grappling Hook
Sensei’s Advice
Nimble Fencer
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Grave - ($2)
Aged Sensei - ($1)
Safe Attacking - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • Aged Sensei (1/1)
  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

@Zango’s turn!

It starts to get… interesting…

I’ll probably have to reduce my playing speed a bit the next days, but at least one turn per day should be possible.

game5 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

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


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


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


NextHand

Nimble Fencer (2/3)
Nimble Fencer (2/3)
Spark
Helpful Turtle (1/2)


Discard

Brick Thief (2/1)
Timely Messenger (1/1)
Leaping Lizard (3/5)
Maestro (3/5)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 1 - ($5)
skel - ($4)
tenderfoot - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Garth (1/3, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

this is… uarg… safe attacking and AS is a setup I really don’t like. his units will tend to survive whatever I put into the patrol and his swelling board will wipe me out. also Garth is so ultra unsecure. hook + fencer or sa + fencer and he is history, again with him not even taking real damage

P1T4


Tech StartingHand Workers

TECH
Grounded Guide
Martial Mastery


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Snapback
Nimble Fencer
Sensei’s Advice


WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice


NextHand

Savior Monk
Rambasa Twin
Birds’ Nest
Nimble Fencer


Discard

Grappling Hook
Morningstar Flagbearer
Snapback
Grounded Guide
Martial Mastery


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Finesse) - ($2)
Grappling Hook moves Skeleton to lookout.
Grave kills Tenderfoot and sparkshots Skeleton to death, you draw.
Nimble Fencer - ($0)
Exhaust Sensei to buff Fencer.
Fencer safely kills Garth, Grave to midband.

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 3 (3/4)
  • Nimble Fencer (2/3)
  • Aged Sensei (1/1)
  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

This could very well be a trap, but if it leaves Zango with nothing but midVandy on the board, it’s fine.

@Zango’s turn!

game5 P2T4

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

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Spark
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Helpful Turtle (1/2)
Older Brother (2/2)


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


NextHand

Nimble Fencer (2/3)
Maestro (3/5)
Wither
Nimble Fencer (2/3)


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
vandy - ($8)
2x fencer trade grave - ($4)
Tech 2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: vandy (3/4, lvl3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
Two Step
Maestro


STARTING HAND
Birds’ Nest
Nimble Fencer
Savior Monk
Rambasa Twin


WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk


NextHand

Morningstar Flagbearer
Maestro
Rambasa Twin


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rook - ($5)
Fencer #2, runs into Vandy - ($3)
Exhaust Sensei to buff Fencer, kills Vandy, Rook to lvl 3.
Birds’ Nest - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Nimble Fencer (2/1)
  • Aged Sensei (1/1)
  • Safe Attacking
  • Birds’ Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

@Zango’s turn!

I forgot to mark my tech 2 choice, it’s finesse, obviously… I suppose that was expected and doesn’t change your turn, right?

Yea, no change.

1 Like

game5 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)
Grounded Guide (4/4)


STARTING HAND
Wither
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Maestro (3/5)


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


NextHand

Leaping Lizard (3/5)
Helpful Turtle (1/2)


Discard

Wither
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)


Tech 2 card(s)
Get Paid - ($9)
Garth+skel - ($6)
Maestro - ($3)
2x Fencer for free
exhaust fencers, to deal 4 damage to tech 2
wither AS - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5)
  • :psfist: Elite:
  • :ps_: Scavenger: skel (1/1)
  • :pschip: Technician: Garth (1/3, lvl1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I’m putting him on the following tech choices:
fencer+birds
fencer+ SPartner/twins
Maestro+MM
Guide + MM/Maestro/(two-step)
He also has three cards from his starter deck left besides AS and safe attacking. Snapback will be included for sure. I deem it highly unlikely that the other two are SA & hook. At least one of them is going to have been workered.

best patrol for no combat trick (~7% probability for him to have this hand, not considering MM): Garth scav, skel techn so that rook can’t walk past patrol after birds kill skel
for SA/two-step/Guide (37%-82% depending on how many of these are left in his deck plus MM): skel scav, garth technician
for fencer/snapback (~64% plus MM): skel technician, fencer instead of Garth scavenger

uargs…

1 Like

P1T6


Tech StartingHand Workers

TECH
Earthquake
Martial Mastery


STARTING HAND
Rambasa Twin
Morningstar Flagbearer
Maestro


WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer


NextHand

Grappling Hook
Snapback


Discard

Aged Sensei
Nimble Fencer
Earthquake
Martial Mastery


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rook, Fencer and Birds kill Maestro.
Grave - ($7)
Maestro - ($4)
Rambasa Twin, other Twin arrives - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Maestro (3/5)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Rook lvl 3 (2/1)
  • Grave lvl 1 (2/3)
  • Bird (1/1)
  • Bird (1/1)
  • Safe Attacking
  • Birds’ Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Finesse)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

That’s a well-timed Wither.

@Zango’s turn!

Sorry life is busy, will come back to you soon!

1 Like

game5 P2T6

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Blademaster (7/5)
Star-Crossed Starlet (3/2)


STARTING HAND
Helpful Turtle (1/2)
Leaping Lizard (3/5)
Leaping Lizard (3/5)


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


NextHand

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


Discard

Wither
Star-Crossed Starlet (3/2)
Maestro (3/5)
Blademaster (7/5)
Star-Crossed Starlet (3/2)


Tech 2 card(s)
Get Paid + float - ($10)
midband Garth - ($7)
make & sac skel - boo, no haste, so grave survives :frowning_face: - ($6)
maxband Garth fetch guide - ($3)
Garth kills SL
skel trades other twin
2x lizzo - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (4/5)
  • :psfist: Elite: Leaping Lizard (4/5)
  • :ps_: Scavenger: Nimble Fencer (4/4)
  • :pschip: Technician: Nimble Fencer (4/4)
  • :target: Lookout:

In Play:

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

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

so I wasn’t lucky… really would have loved to draw one of my two hasters from that skeleton in order to kill grave. now my fetched guide is going to get killed for sure, at least sworded, more likely killed by pumped birds. So it’s no attack with fencers for me as I don’t want to make it too easy for him to get rid of my haste. Garth has done his most relevant duty, but maybe he even survives.