Game 10, Player 2, Turn 4
P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral
[details=Starting Hand]
Rampant Growth
Merfolk Prospector
Forest’s Favor
Playful Panda
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Lobber, Stampede
Lobber, Dinosize
Tiny Basilisk x2
[/details]
###Main:
-
Midband Arg, tap to buff Ironbark, he kills Bombaster and survives (6)
-
Rampant Growth Tiger Cub, he trades with Scavenger Tiger, you get 1g (4)
- Tiny Basilisk Leo trades with Technician Tiger, you get a card
- Tiny Basilisk Donnie trades with Cala, Arg maxbands and gets a Water Elemental
- Hero’s Hall (2)
- Worker (1)
[details=Workers]
Merfolk Prospector, Verdant Tree, Rich Earth, Spore Shambler
[/details]
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
####In Patrol:
-
Squad Leader:
-
Elite: Water Elemental (3+1/3)
-
Scavenger:
-
Technician:
-
Lookout: Wisp (0/1)
####In Play:
- Ironbark Treant (3/1)
- Argagarg (1/5 lvl 1)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Lobber
Dinosize
Young Treant
Tiny Basilisk
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
K I can level his field pretty nicely here with my little lizard buddies, going to do that and get arg maxed in the process. I could skip worker and tech up, but I think it would be better to just go HH + Worker and float 1, take another Lobber + Stampede, then I can either spend next cycle hammering away at him with that OR tech up. Should be interesting eithe r way.
[/details]
sorry this took so long. i was away for holiday, then took care of LTD, now im back here. not looking good for me…
"P1T5
Tech StartingHand Workers
TECH
disguised monkey
disguised monkey
STARTING HAND
Careless Musketeer
between two ferns
kidnapping
steamtank
kidnapping
steamtank
WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch
W5 - Careless Musketeer
NextHand
Charge
Makeshift Rambaster
mirkwood allies
Nautical Dog (1/1)
Mad Man
Discard
bombaster (2/2+A)
Predator Tiger (4/4)
Predator Tiger (4/4)
disguised monkey
disguised monkey
kidnapping
steamtank
between two ferns
kidnapping
steamtank
Tech 2 card(s)
Get Paid + float - ($9)
scav gold - ($10)
tech draw
drak - ($8)
kidnapping on Ironbark - ($4)
Ironbark trades with water elemental
worker - ($3)
Float ($3)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Drak (1/3+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: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 10
[B]Gold:[/B]
- Gold: 3
- Workers: 9
Thoughts
im committed to this rediculous tech 2 plan ive made.
"
No sweat dude! Hope everything is okay
Looks like my post formatting broke, I’ll have to see about fixing it!
Game 10, Player 2, Turn 5
P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral
Starting Hand
Lobber
Dinosize
Young Treant
Tiny Basilisk
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Wandering Mimic, Fairie Dragon
Lobber, Stampede
Lobber, Dinosize
Tiny Basilisk x2
Main:
- Midori (7)
-
Dinosize Wisp, it kills Drakk, my base to 19 Midori to level 3 (3)
-
Lobber, hits your base to 18 (2)
- Tiny Basilisk (0)
- skip worker
Workers
Merfolk Prospector, Verdant Tree, Rich Earth, Spore Shambler
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Tiny Basilisk (1/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Argagarg (1/5 lvl 5)
-
Lookout:
In Play:
- Wisp (0/1)
- Lobber (2/2)
- Midori (2/3 lvl 3)
Economy Info:
Cards:
Gold:
End of Turn Hand
Playful Panda
Stampede
Rampant Growth
End of Turn Discard
Ironbark Treant
Wandering Mimic
Fairie Dragon
Dinosize
Young Treant
My Thoughts
Well not a lot of units left, but I can lift that up a little bit. He should be in rough shape with Drakk down, no Hero’s Hall, no tech 2. Zane could come and party, but with Tiny B in front I should be under minimal threat. Teching in Tech 2 Balance stuff, we’ll see if he has Sharks (which could kill Arg, but that wouldn’t be the end of things for me if it happens).
"P1T6
Tech StartingHand Workers
TECH
pirate gunship
pirate gunship
STARTING HAND
mirkwood allies
Charge
Makeshift Rambaster
Mad Man
Nautical Dog (1/1)
WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch
W5 - Careless Musketeer
W6 - Makeshift Rambaster
NextHand
pirate gunship
Predator Tiger (4/4)
Nautical Dog (1/1)
Charge
kidnapping
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Cal - ($9)
mirkwood allies - ($4)
tech 2 anarchy - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Frog 1/1+A
-
[I]Elite[/I]: Frog 2/1
-
[I]Scavenger[/I]: Cal 2/3
-
[I]Technician[/I]: Frog 1/1
-
[I]Lookout[/I]: Frog 1/1
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 11
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 10
"
Game 10, Player 2, Turn 6
P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral
Starting Hand
Playful Panda
Stampede
Rampant Growth
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Wandering Mimic, Moment’s Peace
Wandering Mimic, Fairie Dragon
Lobber, Stampede
Lobber, Dinosize
Tiny Basilisk x2
Main:
- Arg buffs Tiny B, he kills Cala, Midori midbands
-
Maxband Midori, he flies and smacks tech 2 (6)
- Lobber hucks a molotov at your tech 2, destroying it
- Playful Panda (4)
- Tech 2 Balance (0)
- skip worker
Workers
Merfolk Prospector, Verdant Tree, Rich Earth, Spore Shambler
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Wisp (1/2+1armor)
-
Elite:
-
Scavenger: Wisp (1/2)
-
Technician:
-
Lookout:
In Play:
- Lobber (2/2)
- Midori (4/5 lvl 8)
- Tiny Basilisk (1/1)
- Arg (1/5 lvl 5)
- Playful Panda (2/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Tiger Cub
Lobber
Forest’s Favor
Tiny Basilisk
End of Turn Discard
Ironbark Treant
Wandering Mimic
Fairie Dragon
Dinosize
Young Treant
Rampant Growth
Stampede
Wandering Mimic
Moment’s Peace
My Thoughts
I could stampede here, but it won’t be lethal, so I think I’d rather tech up and break his. Worst case is Kidnapping Tiny B or Surprise Attack, I can deal with either. Going to patrol in Scav vs Techn as I could Tech 3 and last tech TRex if that looks appropriate.
"P1T7
StartingHand Workers
STARTING HAND
Charge
kidnapping
Predator Tiger (4/4)
pirate gunship
Nautical Dog (1/1)
WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch
W5 - Careless Musketeer
W6 - Makeshift Rambaster
Predator Tiger (4/4)
NextHand
disguised monkey
mirkwood allies
disguised monkey
Mad Man
Discard
kidnapping
Charge
pirate gunship
Tech 0 card(s)
Get Paid - ($10)
scav gold - ($11)
rebuild tech 2, my base to 16 from it breaking
Drak - ($9)
Kidnapping Tiny B - ($5)
Tiny B sneaks by, trades with MIdori, Drk to lvl 3
max Drak - ($2)
Frogs 1 and 2 frenzy kill your wisps
summon Nautical Dog - ($1)
worker - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Frog #3 (1/1+A)
-
[I]Elite[/I]: Frog #4 (2/1)
-
[I]Scavenger[/I]: Nautical Dog (1/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drak, lvl 6, 3/4
Frog 1
Frog 2
[B]Buildings:[/B]
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 7
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 11
"
So concludes today’s lesson in “when NOT to leave your Tiny B alive” lol. That may lose me the game
Game 10, Player 2, Turn 7
P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral
Starting Hand
Tiger Cub
Lobber
Forest’s Favor
Tiny Basilisk
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Tyrannosaurus Rex x2
Wandering Mimic, Moment’s Peace
Wandering Mimic, Fairie Dragon
Lobber, Stampede
Lobber, Dinosize
Tiny Basilisk x2
Main:
-
New Lobber, kills SQL, takes 1 (9)
- Arg kills Elite, takes 2
- Old Lobber kills Scav, you get 1g
- Panda kills frog 2
- Jaina (7)
- Worker (6)
- Tech 3 (1)
Workers
Tiger Cub, Merfolk Prospector, Verdant Tree, Rich Earth, Spore Shambler
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
- Tech3 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Jaina (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Lobber (2/1)
- Lobber (2/1)
- Arg (1/3 lvl 5)
- Playful Panda (2/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
End of Turn Discard
Ironbark Treant
Wandering Mimic
Fairie Dragon
Dinosize
Young Treant
Rampant Growth
Stampede
Wandering Mimic
Moment’s Peace
My Thoughts
Woof, that kidnapping was bad. I should have let the tiny b die so as not to be a liability, that would have let me get Forest’s Favor on Midori and break tech 2 indefinitely. Bad move on my part. Going to Tech 3, hopefully I can win a tech race b/c Ships would be very scary. Steam tank with Drakk maxed is also scary. I do have one Moment’s Peace at least.
"P1T8
StartingHand Workers
STARTING HAND
disguised monkey
mirkwood allies
disguised monkey
Mad Man
WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch
W5 - Careless Musketeer
W6 - Makeshift Rambaster
Predator Tiger (4/4)
NextHand
steamtank
Predator Tiger (4/4)
bombaster (2/2+A)
Discard
kidnapping
Charge
pirate gunship
Nautical Dog (1/1)
Mad Man (1/1)
mirkwood allies
Tech 0 card(s)
Get Paid - ($11)
scav gold - ($12)
tech 3 - ($7)
mad man - ($6)
disguised monkey - ($4)
disguised monkey - ($2)
Cal - ($0)
Mad man and Frog #1 trades into Jaina, Cal to lvl 3
Monkey #1 kills Arg, Cal maxbands
Monkey 2 and Drak break your tech 3, your base to 17
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Cal, lvl 5, 4/5
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drak, lvl 6, (3/4)
- Disguised Monkey #1 (3/2)
- Disguised Monkey #2 (3/3)
[B]Buildings:[/B]
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5
-
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 4
- Disc: 6
[B]Gold:[/B]
- Gold: 0
- Workers: 11
Thoughts
finally making a comeback. definite turning point was kidnapping his tiny B to snipe midori. that was the main peice i was missing, hero kills.
"
Game 10, Player 2, Turn 8
P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral
Starting Hand
Rampant Growth
Dinosize
Young Treant
Tyrannosaurus Rex
Moment’s Peace (YT draw noice)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- No techs
All Teched Cards
Tyrannosaurus Rex x2
Wandering Mimic, Moment’s Peace
Wandering Mimic, Fairie Dragon
Lobber, Stampede
Lobber, Dinosize
Tiny Basilisk x2
Main:
- Rebuild tech 3
- Young Treant, draw 1 (9)
- Midori (7)
- Moment’s Peace (5)
-
Rampant Growth a Lobber, it and Playful Panda kill Cala, you draw 1 Midori to lvl 3 (3)
- Playful Panda hits your tech 2 for 2
- Tower, base to 15 (0)
Workers
Tiger Cub, Merfolk Prospector, Verdant Tree, Rich Earth, Spore Shambler
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Midori (2/3+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Lobber (2/1)
- Young Treant (0/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Forest’s Favor
Stampede
Fairie Dragon
Ironbark Treant
End of Turn Discard
Rampant Growth
Moment’s Peace
Tyrannosaurus Rex
Dinosize
Lobber
Playful Panda
My Thoughts
Yea this is really bad lol. At least now I should keep my tech 3
…
Fk, no T-Rex though… And stampede, woof. Might be able to kill something with Dragon, but this is about the worst hand I could draw. No mimics or TRex is really bad
"P1T9
Tech StartingHand Workers
TECH
between two ferns
war drums
STARTING HAND
Predator Tiger (4/4)
bombaster (2/2+A)
steamtank
between two ferns
WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch
W5 - Careless Musketeer
W6 - Makeshift Rambaster
Predator Tiger (4/4)
Predator Tiger (4/4)
NextHand
war drums
kidnapping
pirate gunship
steamtank
Tech 2 card(s)
Get Paid - ($11)
tech draw 1
tech II takes 2, down to 3hp
steamtank - ($8)
max zane, shove midori to lookout - ($1)
drak kill mirodi, takes 3 back
zane kills your lobber, takes 3 back
worker - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Steamtank (3/6+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Disguised Monkey #2 (3/3)
-
[I]Technician[/I]: Disguised Monkey #1 (3/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drak, lvl 6, (3/1)
- Zane, lvl 6, (4/1)
[B]Buildings:[/B]
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 3
-
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 12
"
Game 10, Player 2, Turn 9
P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral
Starting Hand
Forest’s Favor
Stampede
Fairie Dragon
Ironbark Treant
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- Tech 2 cards in
All Teched Cards
Moment’s Peace, Ember Sparks
Tyrannosaurus Rex x2
Wandering Mimic, Moment’s Peace
Wandering Mimic, Fairie Dragon
Lobber, Stampede
Lobber, Dinosize
Tiny Basilisk x2
Main:
- Cower in fear
- Arg + Maxband (5)
- Ironbark Treant (2)
- Jaina (0)
Workers
Tiger Cub, Merfolk Prospector, Verdant Tree, Rich Earth, Spore Shambler
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Ironbark Treant (1/2+3armor)
-
Elite: Wisp (0+1/1)
-
Scavenger: Arg (1/5 lvl 1))
-
Technician: Young Treant (0/2)
-
Lookout: Water Elemental (3/3)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Wandering Mimic
Wandering Mimic
Tyrannosaurus Rex
Tiny Basilisk
Tiny Basilisk
End of Turn Discard
Rampant Growth
Moment’s Peace
Tyrannosaurus Rex
Dinosize
Lobber
Playful Panda
Lobber
Fairie Dragon
Stampede
Forest’s Favor
Moment’s Peace
Ember Sparks
My Thoughts
Teching in cards since I’m likely to cycle off a technician death, he’s likely to wipe my board but hopefully he can’t break tech 2 and 3, and I’m drawing 2x Mimic AND T-Rex, so hopefully I can do something useful with that.
"P1T10
StartingHand Workers
STARTING HAND
pirate gunship
steamtank
kidnapping
war drums
WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch
W5 - Careless Musketeer
W6 - Makeshift Rambaster
Predator Tiger (4/4)
Predator Tiger (4/4)
NextHand
kidnapping
bombaster (2/2+A)
between two ferns
Discard
kidnapping
Tech 0 card(s)
Get Paid - ($12)
Pirate Gunship - ($6)
War Drums, my units get +4 attack - ($4)
Gunship hits your base for 11, your base down to 4, Obliterates wisp and young treant
Steam tank kills Ironbark
Monkey #1 trades with water elemtnal
Monkey #2 kills Arg
Zane turns and says, ““For Frodo…”” then turns and runs headlong into battle, hitting your base for the final 4 damage, dying from 1 damage by tower, and winning the game.
Float ($4)
Discard 1, draw 3
[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]
- Drak, lvl 6, (3/1), War Drums
- Steamtank #1 (3/4)
- Pirate Gunship, (6/6)
- Disguised Monkey #2 3/1
[B]Buildings:[/B]
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 3
-
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 6
- Disc: 1
[B]Gold:[/B]
- Gold: 4
- Workers: 12
"
GG WP! I didn’t see you had built tech 3 lol, I would have just conceded.
Big mistake on my part keeping Tiny B alive, I would have been fine if I’d just laid him into Cala straight up.
1 Like
yeah. i was toast up til that point. i think you thoroughly outplayed me early on, and i clearly have along way to go to get on this super sayain lvls some of you guys here play at. thanks for humoring me with my lucky late game draws.
2 Likes
hardly humoring, you teched and played very well! I really underestimated how devastating losing Midori would be on Turn 7, You can see in my turn 6 thoughts I considered you’d probably have a Kidnapping floating around but I didn’t work through how harmful that would be! The Murkwood drop was also very good
1 Like
thanks. ill take what i can get. my original goal was Between the Ferns Steamtanks, but to no avail. I was just holding on for survival until the final turns. Even when i TB’d into Midori, you still had so much going on. I always forgot how great value Tiny B’s can be.
2 Likes