GLHF! This is my first time making a new topic and using the PBF format so I’m gonna make some mistakes, but let’s do this!
"P1T1
StartingHand Workers
STARTING HAND
Spore Shambler
Forest’s Favor
Rampant Growth
Verdant Tree
Ironbark Treant
WORKERS
Verdant Tree
NextHand
Rich Earth
Tiger Cub
Playful Panda
Merfolk Prospector
Young Treant
Discard
Ironbark Treant
Rampant Growth
Forest’s Favor
Tech 2 card(s) except on Turn 1
Get Paid - ($4)
Worker - ($3)
Spore Shambler - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Spore Shambler 2/3 + A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
"
Thoughts
Will try out opening with Spore Shambler. A shame Ironbark Treant is in the same hand though.
Just useful tip, when starting a game with someone, if you tag them ( @name ) then it gives them a notification and a useful link to the game
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Pillage
Scorch
Bloodrage Ogre
Bloodburn
Nautical Dog
WORKERS
Scorch
NextHand
Charge
Bombaster
Mad Man
Careless Musketeer
Makeshift Rambaster
Discard
Pillage
Nautical Dog
Bloodburn
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Drak - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2 + A)
- Elite:
- Scavenger: Drak (1/3, lvl 1)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
P1T2
Tech StartingHand Workers
TECH
Murkwood Allies
Galina Glimmer
STARTING HAND
Rich Earth
Young Treant
Playful Panda
Merfolk Prospector
Tiger Cub
WORKERS
Verdant Tree
Rich Earth
NextHand
Playful Panda
Rampant Growth
Ironbark Treant
Forest’s Favor
Galina Glimmer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($3)
Merfolk Prospector - ($2)
Calamandra - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Spore Shambler 2/3 + A
- Elite:
- Scavenger: Merfolk Prospector 1/1
- Technician:
- Lookout:
In Play:
- Calamandra L1 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
Wanted to go Circle of Life after using Spore Shambler but BROgre makes it not worth it without Ironbark Treant. So Green’s token spam instead, since Red started with Drakk and not Jaina. Was considering not summoning Caly so Red can’t kill her on T2 but threat of Pillage makes floating 2 gold a terrible idea.
Well, I whiffed the MA, so using the gold next turn will be hard. I can maybe play more cards, then use Young Treant on T4 to draw back to full, but that depends on Red’s T2.
EDIT: Young Treant is in my T3 hand. How did I not notice that?
P2T2
Tech StartingHand Workers
TECH
Gunpoint Taxman
Gunpoint Taxman
STARTING HAND
Makeshift Rambaster
Mad Man
Careless Musketeer
Bombaster
Charge
WORKERS
Scorch
Careless Musketeer
NextHand
Bloodrage Ogre (3/2 + A)
Bombaster
Pillage
Gunpoint Taxman
Nautical Dog
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Midband Drak - ($1)
Bloodrage Ogre kills Sporeshambler
Drak kills Prospector
Mad man - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Mad Man (1/1)
- Lookout:
In Play:
- Drak (2/2, lvl 4)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
So one of the main weakness of green is that it is I know exactly how many attackers I need to defend from (at least until tech 2 balance and if I have hasty units out). Drak is a really annoying hero for green as well, and although he can kill him here, it will cost him a lot of cards, which will severely dampen his tech plans. And if I can keep him of tech 2 for a while, I should be in good shape.
P1T3
Tech StartingHand Workers
TECH
Centaur
Centaur
STARTING HAND
Playful Panda
Galina Glimmer
Forest’s Favor
Rampant Growth
Ironbark Treant
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
NextHand
Murkwood Allies
Playful Panda
Rampant Growth
Discard
Spore Shambler
Merfolk Prospector
Young Treant
Tiger Cub
Galina Glimmer
Centaur
Centaur
Tech 2 card(s)
Get Paid - ($6)
Scav Bonus - ($7)
Worker - ($6)
Discard 2 cards so Caly gets Stealth for the turn
Caly Stealthily kills Drakk, midbands and heals, my base to 19
Maxband Caly - ($4)
Ironbark Treant - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite: Ironbark Treant 2/2 + 2A
- Scavenger:
- Technician:
- Lookout:
In Play:
- Calamandra L5 4/5
Buildings:
- Base HP: 19
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 7
Gold:
- Gold: 1
- Workers: 7
Thoughts
Turn 3 and already desperate. Original plan was to play Ironbark to SQL and build Tower. This is the best defense against standard tech of Lobbers. Next turn would maxband Caly and fetch a Tiger to regain some hand size. But IF Red’s first tech was Flame Arrow because he knew Drakk would die to Caly stealth, then that’s literally a losing position for me since MA would be a dead draw and I can’t use Caly maxband.
Maxbanding Caly this turn prevents Flame Arrow, and I can still hopefully build Tower and fetch a Tiger next turn. But it floats a gold and forces me to put Ironbark in Elite, whereas a 2/5 would’ve been better for holding Red off. Really wouldn’t play this way normally, but I have to give Shadow credit for that. I’m gonna feel really silly if he actually didn’t tech Flame Arrow at all. The WIFOM is real
P2T3
Tech StartingHand Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Gunpoint Taxman
Bloodrage Ogre (3/2 + A)
Nautical Dog
Pillage
Bombaster
WORKERS
Scorch
Careless Musketeer
Pillage
NextHand
Makeshift Rambaster
Bloodburn
Crashbarrow
Gunpoint Taxman
Charge
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Blood) - ($2)
Tax Man - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3 + A)
- Elite:
- Scavenger:
- Technician: Mad Man (1/1)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Well, hes gone down on cards, so lets push the tech 2 while we have room to breathe
P1T4
Tech StartingHand Workers
TECH
Ferocity
Tiny Basilisk
STARTING HAND
Murkwood Allies
Playful Panda
Rampant Growth
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Playful Panda
NextHand
Ferocity
Spore Shambler
Tiger Cub
Tiny Basilisk
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Caly Maxband, fetches Stalking Tiger from codex - ($3)
Tower - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Ironbark Treant 1/2 + 3A
- Elite:
- Scavenger:
- Technician: Stalking Tiger 4/4
- Lookout:
In Play:
- Calamandra L5 4/5
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Going with my plan. I chose Stalking Tiger over Predator Tiger so its ability can’t be used against me if it gets Kidnapped. Hopefully he doesn’t luck out next turn with a game winning double Crashbarrow or the like. I thought about patrolling Tiger in Lookout to discourage Kidnapping but he would probably rather kidnap Ironbark because he can’t suicide the Tiger easily.
Drew both teched cards! Assuming he isn’t lucky enough to kill Caly next turn a 4/4 Swift Strike should be able to stall until I can get to Tech II.
P2T4
Tech StartingHand Workers
TECH
Shoddy Glider
Kidnapping
STARTING HAND
Charge
Bloodburn
Gunpoint Taxman
Makeshift Rambaster
Crashbarrow
WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn
NextHand
Bloodrage Ogre (3/2 + A)
Bombaster
Crashbarrow
Nautical Dog
Discard
Crashbarrow
Charge
Makeshift Rambaster
Shoddy Glider
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Crashbarrow - ($4)
Tax man runs into Ironbark
Crashbarrow runs over Ironbark into Stalking Tiger, killing both
Gun Point Tax - ($2)
Drak - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Mad Man (1/1)
- Elite:
- Scavenger: Gunpoint Taxman (3/3)
- Technician: Drak (1/3, lvl 1)
- Lookout:
In Play:
- Gunpoint Taxman (3/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
Thoughts
Against green, just keep their board relatively clear, and theres little they can do. Hes managed to rebuild his hand, so once again offering up Drak at an even worse trade this time. More crashbarrows incoming next turn as well
P1T5
Tech StartingHand Workers
TECH
Barkcoat Bear
Barkcoat Bear
STARTING HAND
Ferocity
Spore Shambler
Tiger Cub
Tiny Basilisk
Young Treant (technician)
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Playful Panda
Spore Shambler
NextHand
Rampant Growth
Galina Glimmer
Centaur
Murkwood Allies
Merfolk Prospector
Discard
Ironbark Treant
Stalking Tiger
Ferocity
Tiger Cub
Tiny Basilisk
Young Treant
Barkcoat Bear
Barkcoat Bear
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Caly Maxband, fetches Stalking Tiger from codex - ($3)
Ferocity, Stalking Tiger gets Swift Strike until my next upkeep - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Stalking Tiger 4/4 Swift Strike
In Play:
- Calamandra L5 4/5
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 8
Gold:
- Gold: 1
- Workers: 9
Thoughts
Well, this is the best I can do. If he has Kidnapping, then it’s game over. If not, then probably build Tech II + Murkwood Allies next turn. This is looking really bad.
Stalking Tiger is invisible while Calamandra is in play (which prevents the opponent from targeting it unless they have a Tower), so putting it in Lookout is pointless unless you expect her to die before it does.
But in the (unlikely) event he doesn’t have Kidnapping, he probably won’t be able to kill Stalking Tiger so that buys me some time for my next turn.
as pointed out by Hobusu, your Tiger is invisible, and therefore without a tower, I can’t target it. Kidnapping targets, and therefore while Cal lives your tiger can’t be Kidnapped (although I can neither confirm nor deny my ability to kidnap in general).
I think this might reveal some hidden information about the game, but
Summary
If I don’t patrol the Tiger, even if I play other patrollers instead of casting Ferocity, I think on Red’s next turn he can just midband Drakk and kill whatever I used to patrol with GPT (possibly stealing a gold), and then he still has the power to kill Caly, which would maxband Drakk and let him play a hasted unit which may kill Stalking Tiger. He doesn’t even have to use Kidnapping. If I patrol I can’t do anything against Kidnapping, but I at least have a chance against his current board of double GPT + Madman. AFAIK no Blood Tech II aside from Land Octopus has more than 4 HP, and Red has no way to armor any of its attacking units. Double Shoddy Glider is yet another matter.
If you feel its hidden info, I’ll read it after the game, Hobusu or someone else can always private message you if they want to point out something.
P2T5
Tech StartingHand Workers
TECH
Pirate-Gang Commander
Pirate-Gang Commander
STARTING HAND
Bloodrage Ogre (3/2 + A)
Crashbarrow
Bombaster
Nautical Dog
WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn
Nautical Dog
NextHand
Shoddy Glider
Pirate-Gang Commander
Charge
Kidnapping
Bombaster
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 3 - ($3)
Tower - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Mad Man (1/1)
- Elite:
- Scavenger: Gunpoint Taxman (3/3)
- Technician: Gunpoint Taxman (3/1)
- Lookout:
In Play:
- Drak (1/3, lvl 1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
I can’t get through his Tiger with that swift strike, not sure why the Lookout positioning, but hey. With the multiple threats I’m presenting, he can’t remove all of them (Max Drak + Kidnapping, Max Zane, Tech 3, Crashbarrows etc, so taking a turn out to build my tech 3 when hes still on tech 1 sounds very good.
P1T6
Tech StartingHand Workers
TECH
Moment’s Peace
Rampaging Elephant
STARTING HAND
Merfolk Prospector
Rampant Growth
Galina Glimmer
Centaur
Murkwood Allies
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Playful Panda
Spore Shambler
Merfolk Prospector
NextHand
Rampant Growth
Tiny Basilisk
Young Treant
Centaur
Stalking Tiger
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Build Tech II (Feral) - ($5)
Murkwood Allies (Frogs) - ($0)
Stalking Tiger kills Mad Man, takes 2 damage
Calamandra kills Scav GPT, takes 4 damage
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Frog #1 1/1 + A
- Elite:
- Scavenger: Frog #2 1/1
- Technician: Frog #3 1/1
- Lookout: Frog #4 1/1
In Play:
- Calamandra L5 4/1
- Stalking Tiger 4/2
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Feral)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
So I get to play on. I’m not sure what to tech, since this is going to be my last significant tech, but I probably want Midori in play to boost any remaining Frogs to 2/2. But if I draw an expensive Tech II, I’m going with that. Not going to Tech III this game, and thankfully don’t have to deal with Gunship just yet, but a Commander seems scary too since I was so behind in teching up.
Or maybe he built Tech III for Zane and Jaina, not Commander.
P2T6
StartingHand Workers
STARTING HAND
Charge
Kidnapping
Bombaster
Shoddy Glider
Pirate-Gang Commander
WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn
Nautical Dog
NextHand
Pirate-Gang Commander
Bloodrage Ogre (3/2 + A)
Crashbarrow
Makeshift Rambaster
Discard
Mad Man (1/1)
Gunpoint Taxman (3/3)
Gunpoint Taxman (3/1)
Shoddy Glider
Charge
Bombaster
Kidnapping
Tech 0 card(s)
Get Paid - ($10)
Scav - ($11)
Pirate Gang Commander - ($5)
Shoddy Glider
Zane - ($3)
Glider kills Cal, Zane to level 3
Max Zane, Pushing SL Frog to Elite and killing it - ($0)
Zane kills Scav Frog, we both get 1 gold - ($1)
Gunpoint Taxman trades with Tech Frog, I take your new scavenger gold, your base to 18 - ($2)
Drak kills Lookout frog
Charge Pirate Gang Commander - ($0)
Pirate Gang Commander breaks your tech 2, your base to 16
At the end of my turn Shoddy glider dies, your base to 15
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Pirate #1 (2/2)
- Elite:
- Scavenger: Pirate #2 (2/2)
- Technician: Pirate #3 (2/2)
- Lookout:
In Play:
- Drak (1/1, lvl 1)
- Zane (4/2, lvl 6 Haste)
- Pirate-Gang Commander (6/5, My units have “Dies: opponents’s bases take 1 damage”)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
Thoughts
Wipe most of board, get rid of tech 2, build own board.
P1T7
StartingHand Workers
STARTING HAND
Centaur
Tiny Basilisk
Stalking Tiger
Young Treant
Rampant Growth
Rampaging Elephant (technician)
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Playful Panda
Spore Shambler
Merfolk Prospector
NextHand
Murkwood Allies
Tiger Cub
Ferocity
Barkcoat Bear
Centaur
Discard
Rampant Growth
Rampaging Elephant
Young Treant
Stalking Tiger
Tech 0 card(s)
Get Paid - ($10)
Skip Worker
Rebuild Tech II
Argargarg - ($8)
Rampant Growth on Stalking Tiger - ($6)
Stalking Tiger kills Pirate #1, takes 1 damage, my base to 14
Tiny Basilisk - ($4)
Centaur - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Centaur 3/4 + A
- Elite:
- Scavenger: Tiny Basilisk 1/2 Deathtouch
- Technician: Wisp 0/1
- Lookout:
In Play:
- Stalking Tiger 4/1
- Argargarg L1 1/3
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Feral)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
Lost all 4 frogs, even though I tried to take away some of Red’s board presence last turn. A perfect coordination of Zane’s three abilities, plus Drakk and the other GPT… But if I killed the other GPT he’d probably get another free unit off the Technician draw, which could’ve been worse.
There is not much else I can do. The end is near.
@Emajor a clarification about invisibility: an Invisible unit or hero is Untargetable regardless of whether or not it’s patrolling (provided the opponent has no detection). Note that Untargetable is not the same as Unattackable.
This means that in the case of your Tiger, you could’ve patrolled it in e.g. Scavenger, and it would’ve blocked ground attackers, while still being safe from Kidnapping.
Oh. So a patrolling Invisible unit is attackable but not targetable? Guess a lot of my thoughts don’t make any sense. I think it’s a bit weird how a patrolling Invisible unit loses some of its invisibility, but not all of it.