Here’s a link to the Codex Tracking Spreadsheet and the Collected Codex Resources, both of which are pinned at the top of the Codex category. If you have questions about the spreadsheet in particular, try reading its thread – a lot of the questions you could have are already discussed there.
Seems fine to me! Let me know if anything is unclear.
P1T2
Tech StartingHand Workers
TECH
Martial Mastery
Rambasa Twin
STARTING HAND
Granfalloon Flagbearer
Spark
Bloom
Helpful Turtle
Older Brother
WORKERS
Fruit Ninja
Helpful Turtle
NextHand
Bloom
Rambasa Twin
Spark
Martial Mastery
Wither
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Tech I (costs 1 gold more for me because I play specs from different colors) - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Older Brother (2/2+A)
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout: In Play:
Grave Lvl.1 (2/3) Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 6
Thoughts
Aaaand as always against Red here begins the lovely game of “what card combinations kill me?”.
just playing Older Brother has the problem that Frenzy + Nautical Dog will kill Grave. It will lead to my opponent going down a card while the gold exchange isn’t too bad if I patrol Tenderfoot in Scavenger.
Bloom on Grave will allow me to kill the Bloodrage Ogre while retaining presence on the board. However, midbanding Jaina plus Mad Man can easily trade with what is left which and would leave me at a 1 gold deficit as well as leaving a scary Jaina on the board that can use her maxband next turn.
Scorch or Bombaster aren’t really a thread because they are too gold inefficient.
So I guess I’ll just go with putting more stuff on the board because at least it will cost him cards and I don’t want to have to deal with a high level Jaina.
Okay, pretty much the play I expected. Rambasa Twin allows me to get a presence on the board again quickly and I don’t think he can afford to clear the board again without investing way too much.
That sounds like a lovely building, but it should only have 5 HP
P1T4
Tech StartingHand Workers
TECH
Death and Decay
Focus Master
STARTING HAND
Granfalloon Flagbearer
Brick Thief
Timely Messenger
Sickness
Bloom
WORKERS
Fruit Ninja
Helpful Turtle
Spark
Granfalloon Flagbearer
NextHand
Tenderfoot
Martial Mastery
Older Brother
Wither
Discard
Rambasa Twin
Bloom
Sickness
Timely Messenger
Death and Decay
Focus Master
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Orpal 1->4 - ($4)
Orpal casts Bloom on Orpal. - ($2)
Orpal kills Jaina, taking 4 damage in return. (Orpal 4->6, heals)
Brick Thief, deals 1 damage to your Tech I building. - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Brick Thief (2/1)
Lookout: In Play:
Orpal Lvl.6 (3/6) + Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6 Gold:
Gold: 0
Workers: 8
Thoughts
Yes, that is definitely too costly to get rid of two Rambasa Twins! I had to delay my Tech II for a turn because I need to get rid of Jaina, but the way the reshuffles fall this game it is not a big deal. I’d prefer not to play Brick Thief and float the two gold, but Pillage exists and an additional patroller is usually a good thing to have against Red.
Let’s talk about spec choice for a bit. Probably not Finesse because I got only one Nimble Fencer. Disease seems nice, but their main feature of -1/-1 runes everywhere seems a bit wasted against Red as they usually don’t have a big board and I have currently no setup for Plague Lab shenanigans and would have to concentrate my efforts on getting getting a sword rune on Grave or more +1/+1 runes from a Sparring Partner I didn’t tech this game. Discipline meanwhile has Mind Parry Monk, which would be great if he planned on using Jaina some more and Focus Master is very annoying for Red to deal with, IF I ever get a board to support that.
I also messed this up. I put 2 cards into my discard pile as a fix. This isn’t actually correct, since I technically had a chance of drawing these cards this turn, but I didn’t play any cards from hand this turn anyway. Hope I didn’t make any more mistakes.
P2T4
Tech StartingHand Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Pillage
Careless Musketeer
Ember Sparks
Bloodrage Ogre
I think for a casual game that’s fine! It might be helpful in the future though, that Google Docs has the feature to revert to earlier versions by clicking on the “last edit was X hours ago” at the top, which makes it easy to redo a wrong draw.
This should have 4 HP after the last turn, because Brick Thief stole a brick from it.
P1T5
Tech StartingHand Workers
TECH
Young Lightning Dragon
Mind-Parry Monk
STARTING HAND
Wither
Older Brother
Martial Mastery
Tenderfoot
WORKERS
Fruit Ninja
Helpful Turtle
Spark
Granfalloon Flagbearer
Tenderfoot
NextHand
Nimble Fencer
Bloom
Death and Decay
Mind-Parry Monk
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Orpal kills Drakk taking 1 damage in return, you draw a card and my base takes 1 damage.
Brick Thief deals 2 damage to your Tech II building and also steals a brick from it (now should have 2 HP left) and repairs the hole in my base that Drakk made.
Older Brother - ($5)
Tech II (Discipline) - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Older Brother (2/2)
Lookout: In Play:
Orpal Lvl.6 (3/5) + x
Brick Thief (2/1) 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
I debated not killing Drakk, as it doesn’t get me much, but I very much prefer him to not be alive. Let’s hope he doesn’t have a double Crashbarrow ready for me.
It’s worth noting that Google Drive’s “Revision History” feature doesn’t exist on mobile versions, so you have to be using the spreadsheet on a computer to do that. Still, it’s extremely handy when you do have a computer!
Shoddy Glider
Crashbarrow
Ember Sparks
Bombaster
Nautical Dog
Burning Volley
Captured Bugblatter
Draw card from Technician (I believe I get to draw before I tech, but I’m not sure how to do this in the spreadsheet)
Tech 2 card(s)
Get Paid + float - ($10)
Crashbarrow - ($7)
Jaina - ($5)
Ember Sparks: 1 to Brother (2/1), 2 to Tech 2 (3 hp) - (2)
Shoddy Glider - ($1)
Crashbarrow attacks Older Brother + Orpal (both die, Jaina lvls twice)
Mad Man - ($0)
Mad Man trades w/Brick Thief
Shoddy Glider attacks Tech II, destroyed, your base takes 2 (to 18)
My Tech II stuff dies
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Jaina Lvl. 3 (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 4
Tech II HP: 2 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Got lucky on Technician draw and got a Crashbarrow. This lets me wipe his board and destroy his Tech II, in exchange for cutting a worker. I also checked what kind of hasty stuff he can have to get rid of my Jaina and found Timely Messenger + Nimble Fencer, so I Squad Lead Jaina to prevent that. I’m not sure I teched in the right stuff, Burning Volley may be a little risky. Also considered Desperation/Ogre Recruiter/second Bugblatter.
That’s probably because the spreadsheet automatically puts teching and getting gold from workers at the top of the actions column each turn. You can manually move those down and put a note saying you drew from Technician above them, and it should show up correctly in the output. Regardless of whether you do that, if you wait to tech until after drawing it should correctly handle the actual moving of cards, regardless of what it says.
Tech 2 card(s)
Draw from Technician (before Teching)
Get Paid + float - ($10)
Worker - ($9)
Rebuild Tech II
Grave - ($7)
Grave 1->3 - ($5)
Nimble Fencer - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Grave Lvl.3 (3/4+A)
Elite:
Scavenger: Nimble Fencer (2/3)
Technician:
Lookout: In Play:
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 7 Gold:
Gold: 1
Workers: 10
Thoughts
Crashbarrow, Shoddy Glider AND Jaina is probably the most extreme variant of this red tactic - I haven’t encountered that before!
The most important thing for me would be to get his Tech II down, but that might be ambitious as YLD would’ve been my best bet for that… But if that is not possible, I might have to run him out of ressources.
Also, too bad Nimble Fencer + Bloom is not enough to get rid of Jaina. Let’s hope he doesn’t have an equally scary follow-up next turn, although with Zane always as a possibility I’m not too optimistic - just in case I’m going to build a Heroes’ Hall so I never run out of stuff to play even if he keeps killing my Tech II.
I am ahead, so let’s press the advantage. I regret teching in Rickety Mine. Would have been way better as a Lobber/Firebat/Taxman. Teching in Desperation right now seems great, though. I also don’t think he can get rid of my hero, so I double down on the Burning Volley. Perhaps a second Desperation would have been better, though.