I’m not very familiar with Red, but I will do my best. GL HF
P1T1
StartingHand Workers
STARTING HAND
Careless Musketeer
Bloodburn
Mad Man
Pillage
Bombaster
WORKERS
Careless Musketeer
NextHand
Makeshift Rambaster
Nautical Dog
Bloodrage Ogre
Scorch
Charge
Discard
Bloodburn
Pillage
Bombaster
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Drakk (1/3) (lvl 1)
Technician: Mad Man (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
I’m not that familiar with Red. I generally think of them as fast rush, but there is already a wall I can’t break through with the available cards. I’m going to play defensive of sorts for now.
Alright, I guess I have a couple questions before I make my next turn.
(1) Do you take 1 damage to your base when Drakk dies? Or does that only happen when he dies on my turn?
(2) If you use sparkshot to kill both scav and technician at the same time, then do I discard the card before drawing or after drawing a new card?
Thank you @Taz, yes @Ellume I take the one damage now (I always forget to mark it, sorry!) and I submitted my turn just as the internet went out, so when I re-did it I missed re-doing my patrol. Sorry about that
As for the order of the technician going to discard and drawing the card for technician death, that is the order. One is a consequence of the other (you draw a card b/c the technician died and went to discard). This is unaffected by the sparkshot, it always happens in that order.
So just to be 1000% clear:
Technician dies, and goes to your discard.
You rs draw 1 for the death
Beginning of your next turn but after resolving the patrol stuff above, you tech 2 cards to your (now empty) discard.
Decided to go firebats to try give a bit of strength and flexibility. I’m pretty concerned with the strength on the board there is already for his side.
Hmmm I don’t think you quite have corrected for being P2; now that I look at it, you’re a worker behind the last three turns. So you should have 8 workers now, and a lot more gold (3?)
We can just start over if you’d like, since the game didn’t exactly open favorably for you anyway (as it wouldn’t for any P2 not getting their fair shake of income ^_^) If not though I shall play on
@FrozenStorm Thanks for the reminder. I missed the last email. I think I’ve pretty much lost as it is, so how about we start a new game? I will go ahead and start as P1 for real this time lol
P1T1
StartingHand Workers
STARTING HAND
Nautical Dog
Bombaster
Careless Musketeer
Pillage
Bloodburn
WORKERS
Careless Musketeer
NextHand
Makeshift Rambaster
Scorch
Mad Man
Bloodrage Ogre
Charge
Discard
Bombaster
Pillage
Bloodburn
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Zane - ($0)
Zane attack base for 2, down to 18
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Nautical Dog (1/1+1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane (2/2) (lvl 1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
I kind of think I’m already dead, but give it another turn or so.
Alright, so I guess I didn’t set the thread to watch so it wasn’t sending me notification. Sorry for the delays. Still getting used to the forum.
P1T2
Tech StartingHand Workers
TECH
Firebat
Firebat
STARTING HAND
Scorch
Makeshift Rambaster
Charge
Mad Man
Bloodrage Ogre
WORKERS
Careless Musketeer
Mad Man
NextHand
Nautical Dog
Makeshift Rambaster
Pillage
Bloodburn
Scorch
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech Build I - ($3)
Level Zane 3 times to next band - ($0)
Nautical Dog attacks Rook for 2 and dies
Zane kills Rook and levels up twice to max band
Hmm, a little unexpected he would trade that and maxband Zane. Typically better to get more impact out of Zane maxband by shoving and killing things and getting resources for it. I’ll throw Grave out in Elite as kill bait and hope to score levels off aggression next turn.
Instead of hitting the base for 3 I’m going to use the rambaster to kill aged sensai to try get a little more board control. I think I might try go for Anarchy as well.
Bird’s Nest, Fuzz Cuddles
Speed of the Fox, Sparring Partner
Main:
Rook (5)
Smoker kills Zane, Rook to level 3
Savior Monk hits your tower to 2hp
Sparring Partner (4)
Hero’s Hall (2)
Worker (1)
Workers
Grappling Hook, Fox Primus, Fox Viper
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Sparring Partner (2/2+1armor)
Elite:
Scavenger:
Technician: Rook (2/4 lvl 3)
Lookout:
In Play:
Savior Monk (2/1)
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Speed of the Fox
Snapback
Safe Attacking
Aged Sensei
End of Turn Discard
My Thoughts
As expected we get a free Zane kill, noice. Unexpected was a sensei kill and a tower…? Well no problem there, let’s go at it, get Rook some levels, and let Sets come party next turn
I’m tempted to max Setsuki, but I think it’s safer to go with Rook at this point. I’ll grab one earthquake now and a sparring partner, and hope I draw Birds and feel good about Rook’s survival