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:
Squad Leader: skel 1/1
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
- Garth (1/3, lvl3)
Buildings:
Base HP: 20
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