P2T2
Tech, Starting Hand, Workers
TECH
Brave Knight
Elite Training
STARTING HAND
Bluecoat Musketeer
Porkhand Magistrate
Reputable Newsman
Building Inspector
Lawful Search
WORKERS
Spectral Aven
Porkhand Magistrate
Next Hand
Brave Knight
Elite Training
Reputable Newsman
Manufactured Truth
Arrest
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Onimaru kills Tenderfoot.
Midband Onimaru. - ($1)
Hire a Building Inspector. - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Building Inspector 2/1
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
I better get rid of Onimaru, before he does something dangerous with that sword.^^
P1T3
Tech StartingHand Workers
TECH
Sparring Partner
Two Step
STARTING HAND
Wither
Bloom
Nimble Fencer
Helpful Turtle
Brick Thief
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
NextHand
Fruit Ninja
Spark
Sparring Partner
Nimble Fencer
Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
River 1->3, heals - ($4)
River kills Building Inspector taking 2 damage.
Nimble Fencer - ($2)
River casts Bloom on Nimble Fencer. - ($0)
Nimble Fencer deals 3 damage to Onimaru taking 3 in return.
Older Brother trades with Onimaru. (River 3->5, heals)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- River Lvl.5 (3/4)
- Nimble Fencer (3/1) + xxx
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
ONIMARUUUUUUUUUU!
P2T3
Tech, Starting Hand, Workers
TECH
Brave Knight
Injunction
STARTING HAND
Reputable Newsman
Elite Training
Brave Knight
Manufactured Truth
Arrest
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Next Hand
Reputable Newsman
Lawful Search
Jail
Traffic Director
Bluecoat Musketeer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hire a Brave Knight. - ($3)
Build a Tower. - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brave Knight 3/3A
-
[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: 5
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
See, that is exactly why I had to get rid of Onimaru last turn - now the Brave Knight Wall is up and there is no getting through.
P1T4
Tech StartingHand Workers
TECH
Young Lightning Dragon
Training Grounds
STARTING HAND
Spark
Nimble Fencer
Fruit Ninja
Sparring Partner
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
NextHand
Older Brother
Wither
Bloom
Two Step
Discard
Nimble Fencer
Spark
Young Lightning Dragon
Training Grounds
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sparring Partner - ($5)
Tech II (Discipline) - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Nimble Fencer (3/1) + xxx
-
[I]Lookout[/I]:
[B]In Play:[/B]
- River Lvl.5 (3/4)
- Sparring Partner (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 4
[B]Gold:[/B]
- Gold: 1
- Workers: 8
P2T4
Tech, Starting Hand, Workers
TECH
Flagstone Garrison
Drill Sergeant
STARTING HAND
Bluecoat Musketeer
Traffic Director
Lawful Search
Jail
Reputable Newsman
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Next Hand
Building Inspector
Brave Knight
Elite Training
Injunction
Arrest
Discard
Bluecoat Musketeer
Lawful Search
Reputable Newsman
Flagstone Garrison
Drill Sergeant
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Bigby Hayes. - ($5)
Hire a Traffic Director. - ($4)
Build Tech II - Peace. - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brave Knight 3/3A
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Traffic Director 1/1
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
I somehow forgot, I still owe you a turn in this game:
P1T5
Tech StartingHand Workers
TECH
Reversal
Vigor Adept
STARTING HAND
Bloom
Older Brother
Wither
Two Step
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
Bloom
NextHand
Reversal
Tenderfoot
Brick Thief
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Exhaust River to sideline Brave Knight.
Older Brother - ($7)
River casts Two Step on Sparring Partner and Older Brother. - ($5)
Sparring Partner kills Building Inspector taking 1+1 damage, you draw a card.
Grave - ($3)
Nimble Fencer trades with Bigby. (Grave 1->3)
Float ($3)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Older Brother (4/4+A) [Dance Partner]
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Grave Lvl.3 (3/4)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- River Lvl.5 (3/4)
- Sparring Partner (4/2) xx [Dance Partner]
- Two Step
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 7
- Disc: 0
[B]Gold:[/B]
- Gold: 3
- Workers: 9
Thoughts
Playing with River somehow always leads to me needing a surplus. Plan for next turn: Build a Surplus.
P2T5
Tech, Starting Hand, Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Arrest
Injunction
Brave Knight
Elite Training
Building Inspector
Overeager Cadet
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Injunction
Next Hand
Flagstone Garrison
Bluecoat Musketeer
Overeager Cadet
Reputable Newsman
Discard
Arrest
Elite Training
Building Inspector
Brave Knight
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon General Onimaru. - ($6)
Onimaru Arrests the Older Brother, disabling him. - ($4)
Hire an Overeager Cadet.
Onimaru casts Elite Training on the Brave Knight and Overeager Cadet giving them +1 Atk, +1 Armor, Sparkshot, and Anti-Air. - ($2)
Brave Knight kills Grave and sustains 2 points of damage in the exchange; Onimaru gains 2 levels.
Midband Onimaru. - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brave Knight 4/1A Anti-Air, Sparkshot
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Overeager Cadet 3/2A Anti-Air, Sparkshot
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
P1T6
Tech StartingHand Workers
TECH
Hero’s Monument
Sickness
STARTING HAND
Brick Thief
Tenderfoot
Reversal
Nimble Fencer
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
Bloom
Brick Thief
NextHand
Spark
Nimble Fencer
Vigor Adept
Discard
Nimble Fencer
Sparring Partner
Two Step
Reversal
Hero’s Monument
Sickness
Tech 2 card(s)
Draw a card from Technician
Get Paid + float - ($12)
Worker - ($11)
Nimble Fencer - ($9)
Nimble Fencer trades with Brave Knight, returning him to your hand.
Exhaust River to sideline Overeager Cadet.
Orpal - ($7)
Sparring Partner trades with Onimaru. (Orpal 1->3) Two Step gets discarded.
Orpal 3->4 - ($6)
Tenderfoot
Surplus - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Orpal Lvl.4 (2/4+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Tenderfoot (1/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- River Lvl.5 (3/4)
- Older Brother (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 3
- Disc: 6
[B]Gold:[/B]
- Gold: 1
- Workers: 10
P2T6
Tech, Starting Hand, Workers
TECH
Flagstone Garrison
Drill Sergeant
STARTING HAND
Bluecoat Musketeer
Overeager Cadet
Reputable Newsman
Flagstone Garrison
Lawful Search
Drill Sergeant
Traffic Director
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Injunction
Bluecoat Musketeer
Next Hand
Drill Sergeant
Brave Knight
Arrest
Lawful Search
Building Inspector
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Build a Flagstone Garrison. - ($6)
Hire a Brave Knight and draw a card. - ($3)
Hire an Overeager Cadet and draw a card.
Hire a Drill Sergeant and draw a card. - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brave Knight 3/3A
-
[I]Elite[/I]: Overeager Cadet 1 3/2
-
[I]Scavenger[/I]: Overeager Cadet 2 2/2
-
[I]Technician[/I]: Drill Sergeant 3/3
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
-
Flagstone Garrison HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
Ugh, there it is - the dreaded Garrison!
P1T7
StartingHand Workers
STARTING HAND
Nimble Fencer
Vigor Adept
Spark
Young Lightning Dragon
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
Bloom
Brick Thief
Spark
NextHand
Wither
Reversal
Training Grounds
Tech 0 card(s)
Draw a card from Surplus
Get Paid + float - ($11)
Worker - ($10)
Exhaust River to sideline your Brave Knight.
Older Brother and Tenderfoot trade with Drill Sergeant, you draw a card.
Vigor Adept - ($6)
Young Lightning Dragon - ($3)
Orpal 4->6 - ($1)
Orpal kills Overeager Cadet 2 taking 2+1 damage. You get 1 gold. Orpal maxband puts a - rune on Brave Knight and Overeager Cadet 1.
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Vigor Adept (5/5+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- River Lvl.5 (3/4)
- Orpal Lvl.6 (2/2) xxx
- Young Lightning Dragon (3/3)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 11
It’s fun for the whole populace!
P2T7
Tech, Starting Hand, Workers
TECH
Spectral Hound
Spectral Flagbearer
STARTING HAND
Drill Sergeant
Arrest
Brave Knight
Lawful Search
Building Inspector
Elite Training
Traffic Director
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Injunction
Bluecoat Musketeer
Next Hand
Overeager Cadet
Brave Knight
Flagstone Garrison
Drill Sergeant
Reputable Newsman
Tech 2 card(s)
Get Paid + Scavenger - ($12)
Summon General Onimaru. - ($10)
Onimaru Arrests the Vigor Adept, disabling it. - ($8)
Brave Knight suicides against Orpal; Onimaru gains 2 levels.
Overeager Cadet suicides against River, dealing 1 damage.
Hire a Drill Sergeant and draw a card. - ($5)
Hire a Brave Knight, generate a rune, and draw a card. - ($2)
Onimaru casts Elite Training on himself and the Drill Sergeant, giving them +1 Atk, +1 Armor, Sparkshot, and Anti-Air. - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Onimaru (3) 3/3AA Anti-Air, Sparkshot
-
[I]Elite[/I]: Brave Knight 4/3
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Drill Sergeant {1} 5/4A Anti-Air, Sparkshot
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
-
Flagstone Garrison HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
For some special definitions of “Fun”. Also, the Anti-Air on Elite Training is a nice touch - well at least it’s not Art of War Swiftstrike^^
P1T8
StartingHand Workers
STARTING HAND
Training Grounds
Wither
Reversal
Sparring Partner
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
Bloom
Brick Thief
Spark
NextHand
Nimble Fencer
Sickness
Older Brother
Tenderfoot
Discard
Young Lightning Dragon
Wither
Reversal
Tech 0 card(s)
Draw a card from Surplus
Get Paid + float - ($12)
Increase Young Lightning Dragon’s Attack by 2 - ($10)
Young Lightning Dragon trades with Drill Sergeant, you draw a card.
Grave - ($8)
Training Grounds - ($7)
Sparring Partner - ($6)
Tech III - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: River Lvl.5 (4/3+A) x [Training Grounds]
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Sparring Partner (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Grave Lvl.1 (3/3) [Training Grounds]
- Vigor Adept (5/5)
- Training Grounds (-/4)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Tech III HP: 5
-
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 3
[B]Gold:[/B]
- Gold: 1
- Workers: 11
[details=Thoughts]Tech III is the only way to get out of the endless circle of Garrison units. Alternative play would be to cast Reversal for that money to disable or even kill Onimaru which would keep me safer, but I think not getting to Tech III is just a loss in the long run as he will never run out of steam while I have to take trades to stay alive.
I also think the Drill Sergeant is more important to remove than Tech II or the Garrison. Let’s hope he doesn’t have Arrest in his hand, as that would allow him to break through my Patrol Zone. Arrest & Elite Training would most likely win him the game as that would allow him to do everything efficiently.
After drawing: Sadly no Hero’s Monument in hand… In Surplus we trust.[/details]
P2T8
Tech, Starting Hand, Workers
TECH
Spectral Hound
Spectral Flagbearer
STARTING HAND
Reputable Newsman
Flagstone Garrison
Drill Sergeant
Overeager Cadet
Brave Knight
Spectral Flagbearer
Elite Training
Spectral Hound
Building Inspector
Arrest
Overeager Cadet
Lawful Search
Traffic Director
Drill Sergeant
Spectral Hound
Spectral Flagbearer
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Injunction
Bluecoat Musketeer
Next Hand
Building Inspector
Spectral Hound
Elite Training
Lawful Search
Traffic Director
Tech 2 card(s)
Get Paid - ($11)
Build a Flagstone Garrison. - ($8)
Hire a Drill Sergeant and draw 2 cards. - ($5)
Hire an Overeager Cadet, generate a rune, and draw 2 cards.
Hire a Spectral Flagbearer, generate a rune, and draw 2 cards. - ($4)
Hire a Spectral Hound, generate a rune, and draw 2 cards. - ($3)
Hire a Drill Sergeant, generate a rune, and draw 2 cards. - ($0)
Hire an Overeager Cadet and generate a rune.
Drill Sergeant 2 gives his rune to the Brave Knight who suicides against River; Onimaru gains 2 levels and midbands.
Onimaru kills the Sparring Partner, you draw a card.
Drill Sergeant 1 splits his runes between each of the Overeager Cadets.
Float ($0)
Discard 10, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Overeager Cadet 1 ++ 4/4A
-
[I]Elite[/I]: Overeager Cadet 2 ++ 4/4
-
[I]Scavenger[/I]: Drill Sergeant 1 {0} 3/3
-
[I]Technician[/I]: Drill Sergeant 2 {0} 3/3
-
[I]Lookout[/I]: Spectral Hound 3/3
[B]In Play:[/B]
- Onimaru (5) 3/2
- Spectral Flagbearer 2/2
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
-
Flagstone Garrison 1 HP: 4
-
Flagstone Garrison 2 HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
P1T9
StartingHand Workers
STARTING HAND
Older Brother
Tenderfoot
Sickness
Nimble Fencer
Nimble Fencer
Two Step
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
Bloom
Brick Thief
Spark
NextHand
Hero’s Monument
Sparring Partner
Nimble Fencer
Tech 0 card(s)
Draw a card from Technician and a card from Surplus.
Get Paid + float - ($12)
Exhaust Training Grounds to maxlevel Grave.
Orpal - ($10)
Orpal casts Sickness on Spectral Flagbearer (killing him) and Overeager Cadet 1. - ($8)
Vigor Adept kills Overeager Cadet 1 taking 3+1 damage in return.
Grave kills Drill Sergeant 1 taking 3+1 damage. You get 1 gold. Sparkshot deals 1 damage to Drill Sergeant 2.
Nimble Fencer - ($6)
Nimble Fencer trades with Drill Sergeant 2.
Grave throws his sword at Onimaru, killing him. (Orpal 1->3)
Orpal 3->4. - ($5)
Tenderfoot - ($4)
another Nimble Fencer - ($2)
Older Brother - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Older Brother (2/2+A)
-
[I]Elite[/I]: Orpal Lvl. 4 (3+1/4) [Training Grounds]
-
[I]Scavenger[/I]: Nimble Fencer (2/3)
-
[I]Technician[/I]: Tenderfoot (1/2)
-
[I]Lookout[/I]: Vigor Adept (5/1) xxxx
[B]In Play:[/B]
- Grave Lvl.7 (5/1) xxxx [Training Grounds]
- Training Grounds (-/4)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Tech III HP: 5
-
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 11
Thoughts
And of course Hero’s Monument is the last card in my deck… Let’s see whether my wall of units is robust enough to withstand for a bit longer.
P2T9
Starting Hand, Workers
STARTING HAND
Traffic Director
Spectral Hound
Elite Training
Building Inspector
Lawful Search
Reputable Newsman
Spectral Flagbearer
Brave Knight
Arrest
Brave Knight
Overeager Cadet
Spectral Flagbearer
Drill Sergeant 2
Overeager Cadet
Drill Sergeant 1
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Injunction
Bluecoat Musketeer
Next Hand
Elite Training
Arrest
Reputable Newsman
Brave Knight
Building Inspector
Tech 0 card(s)
Get Paid + Scavenger - ($12)
Hire a Spectral Hound and draw 2 cards. - ($11)
Hire a Spectral Flagbearer and draw 2 cards. - ($10)
Spectral Hound 1 kills the Older Brother, taking 2 damage in return.
Summon Sirus Quince and his Mirror Illusion. - ($8)
Overeager Cadet 2 trades with Orpal; Quince gains 2 levels.
Hire a Traffic Director and draw 2 cards. - ($7)
Hire a Spectral Flagbearer and draw 2 cards. - ($6)
Hire a Drill Sergeant and draw 1 card. - ($3)
Hire another Drill Sergeant and generate a rune. - ($0)
Hire an Overeager Cadet and generate 2 runes.
Hire another Overeager Cadet and generate 2 runes.
Float ($0)
Discard 7, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Overeager Cadet 1 2/2
-
[I]Elite[/I]: Traffic Director 2/1
-
[I]Scavenger[/I]: Spectral Flagbearer 1 2/2
-
[I]Technician[/I]: Spectral Flagbearer 2 2/2
-
[I]Lookout[/I]: Spectral Hound 2 3/3
[B]In Play:[/B]
- Flagstone Garrison 1
- Flagstone Garrison 2
- Quince (3) 1/4
- Mirror Illusion 0/1
- Spectral Hound 1 3/1
- Drill Sergeant 1 {3}
- Drill Sergeant 2 {2}
- Overeager Cadet 2 2/2
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
I might be running out of steam 
P1T10
StartingHand Workers
STARTING HAND
Hero’s Monument
Nimble Fencer
Sparring Partner
Reversal
WORKERS
Granfalloon Flagbearer
Timely Messenger
Helpful Turtle
Fruit Ninja
Bloom
Brick Thief
Spark
NextHand
Young Lightning Dragon
Sickness
Wither
Discard
Older Brother
Reversal
Tech 0 card(s)
Draw a card from Surplus.
Get Paid - ($11)
Hero’s Monument - ($6)
River - ($4)
Exhaust Training Grounds to maxlevel River.
Nimble Fencer - ($2)
Sparring Partner - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: River Lvl.5 (5/5+A) [Training Grounds, Hero’s Monument]
-
[I]Elite[/I]: Nimble Fencer (2+1/3)
-
[I]Scavenger[/I]: Nimble Fencer (2/3)
-
[I]Technician[/I]: Tenderfoot (1/2)
-
[I]Lookout[/I]: Vigor Adept (5/1) xxxx
[B]In Play:[/B]
- Grave Lvl.7 (6/2) xxxx [Training Grounds,Hero’s Monument]
- Sparring Partner (2/2)
- Training Grounds (-/4)
- Hero’s Monument (-/6)
- Daigo Stormborne (8/8) [untargetable, unstoppable, indestructible]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Tech III HP: 5
-
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 2
[B]Gold:[/B]
- Gold: 1
- Workers: 11
P2T10
Tech, Starting Hand, Workers
TECH
Dreamscape
Free Speech
STARTING HAND
Building Inspector
Brave Knight
Reputable Newsman
Elite Training
Arrest
Brave Knight
Lawful Search
Free Speech
Dreamscape
WORKERS
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Jail
Injunction
Bluecoat Musketeer
Next Hand
Spectral Flagbearer
Free Speech
Traffic Director
Lawful Search
Spectral Hound
Tech 2 card(s)
Get Paid - ($11)
Make the Mirror Illusion a copy of the Drill Sergeant. - ($9)
Hire a Building Inspector, generate 3 runes, and draw 2 cards. - ($8)
Hire a Brave Knight, generate 3 runes, and draw 2 cards. - ($5)
Quince casts Dreamscape turning all Tech 0, Tech I, and Tech II units into illusions. - ($2)
Drill Sergeant Mirror gives a rune to the Elite Nimble Fencer and Tenderfoot, killing them.
Drill Sergeant 2 gives a rune to the Scavenger Nimble Fencer and the Sparring Partner, killing them.
Spectral Hounds 1 and 2 attack and trade with River; Quince gains 2 levels.
Traffic Director trades with Vigor Adept.
Overeager Cadets attack and destroy the Training Grounds.
Drill Sergeant 2 attacks the Hero’s Monument for 5 damage.
Quince destroys the Hero’s Monument; Daigo is trashed.
Quince casts Free Speech. - ($0)
Spectral Flagbearer 2 trades with Grave.
Spectral Flagbearer deals 2 damage to your Surplus.
Drill Sergeant 1 destroys your Tech II Building.
Drill Sergeant Mirror destroys your Surplus.
Float ($0)
Discard 5, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brave Knight 3/3A
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Building Inspector
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Quince (5) 1/5
- Dreamscape
- Drill Sergeant 1 {5}
- Drill Sergeant 2 {2}
- Spectral Flagbearer 1 2/2
- Overeager Cadet 1 2/2
- Overeager Cadet 2 2/2
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
-
Flagstone Garrison 1 HP: 4
-
Flagstone Garrison 2 HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
1 Like
GG, I concede!
I guess that’s what happens when I take too long to come up with a win condition. I was just happy having all these nice units out, but that’s not enough. Maybe I should have considered Tech III earlier, but I don’t think you ever left me a quite moment to build it. Also, when playing with River I somehow always end up needing a Surplus at some point as Two Step almost always means going down on cards - not sure if that is a problem, but definitely makes going for Tech III more complicated.
I would like to switch to mono-white for our next game (if you haven’t gotten tired of me yet) - I want to understand all the mono-color codices better! I rolled a 20.
1 Like
I rolled a 78 so I’ll begin. I’m definitely not tired of playing you! I have a lot of endurance.
I always feel like Peace’s gameplan is an inevitability engine. If it gets started and can keep enough units alive, it just becomes an unstoppable swarm. That said, I’m awful at coming up with win conditions. It’s probably why I don’t win even half of our games. :3
P1T1
Starting Hand, Workers
STARTING HAND
Lawful Search
Bluecoat Musketeer
Jail
Reputable Newsman
Manufactured Truth
WORKERS
Jail
Next Hand
Building Inspector
Traffic Director
Spectral Aven
Porkhand Magistrate
Arrest
Discard
Manufactured Truth
Lawful Search
Bluecoat Musketeer
Reputable Newsman
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon General Onimaru. - ($1)
Float ($1)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Onimaru (1) 2/3
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
Well you won the last 3 games and I guess there will be some more if I continue to play weird spec combinations 
P2T1
StartingHand Workers
STARTING HAND
Snapback
Safe Attacking
Fox Primus
Savior Monk
Smoker
WORKERS
Smoker
NextHand
Morningstar Flagbearer
Aged Sensei
Sensei’s Advice
Fox Viper
Grappling Hook
Discard
Snapback
Safe Attacking
Fox Primus
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Savior Monk - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Rook Lvl.1 (2/4+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Savior Monk (2/2)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 6