Tech 2 card(s)
Get Paid + float + Scavenger - ($14)
Jaina 4->7 - ($11)
Jaina maxband to kill Water-Elemental (pay 2 for resist) - ($9)
Molting Firebird deals 4 damage to your base. (Should be at 13 HP I think) All your units and heroes suffer 1 damage. This kills Wisp so you get 1 gold.
Gunpoint Taxman - ($7)
Lobber - ($6)
Tech III - ($1)
Polymorph: Squirrel
Playful Panda
Galina Glimmer
Centaur
Tiny Basilisk
Blooming Elm
Dinosize
Centaur
Blooming Ancient
Guargum, Eternal Sentinel
Tech 1 card(s)
Get Paid + float - ($13)
Worker
Scavenger - ($14)
Tech III - ($9)
Cast Spirit of the Panda on Oversized Rhino - ($5)
Calamdra kills Gunpoint Taxman, you gain 1 gold
Calamdra suffers 3 damage
Oversized Rhino kills Lobber, you gain 1 card
Oversized Rhino suffers 2 damage
I gain a gold from Spirit of the Panda - ($6)
Cast Dinosize on Argagarg (gains +6/+6) - ($2)
Argagarg kill Jaina, suffers 0 damage
Calamdra levels to Max and heals
Float ($0)
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]:
[I]Lookout[/I]:
[B]In Play:[/B]
Upgrade: Rich Land
Argagarg Lv.5 (1/4) x (exhausted)
Oversized Rhino (9/5) xxxxx (resist 1) (Spirit of the Panda) (exhausted)
You can’t summon a third hero right now. The Tech III building that would allow you to do so doesn’t finish building until the end of your turn. Would you like to adjust your turn based on that?
I realized that right after I went to bed. No, I’ll just float the 2 gold, nothing to do with it anyway. Nothing changes but Midori isn’t patrolling.
And, yes, that turn came together nicely. Of course, you do get a gold and a card out of it. That Oversized Rhino is boring, but BIG. I’ve got something fun for next turn too…if you don’t turn me to ash in the meantime. Unfortunately I’m not sure how to answer that Firebird.
STARTING HAND
Cinderblast Dragon
Bamstamper Lizzo
Bloodburn
Kidnapping
Lobber
WORKERS
Careless Musketeer
Nautical Dog
Makeshift Rambaster
Scorch
Pillage
Mad Man
Tech 0 card(s)
Draw a card from Technician
Get Paid + float + Scavenger - ($13)
Drakk - ($11)
Drakk casts Kidnapping on Oversized Rhinoceros (pay 1 more for resist) - ($6)
Oversized Rhinoceros and Molting Firebird attack your base for 13 damage DESTROYING it.
Well. Ok, then. That was a great game with a dramatic ending. Stupid Rhino. I had Stampede, Forest’s Favor and a Polymorph: Squirrel, so I was going to lay a beatdown on my turn.
Thanks for your patience. There’s a lot to keep track of, hopefully my second game will run smoother.
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Drakk 1->6 - ($1)
Drakk kills Young Treant taking no damage.
Bloodrage Ogre [Frenzy from Drakk] trades with Calamandra.
Crashbomber [Haste and Frenzy from Drakk] - ($0)
Crashbomber attacks your base for 3 damage.
Ah I missed that. Something seems to be wrong with your teching this game…
You teched two cards at the beginning of T1, but there is no phase to tech before your first turn (even if you are P2). (I’m not forum stalking you, but you seem to have made the same mistake in your game against NikoBolas.)
Then, at the beginning of T2 you didn’t tech any cards, but you HAVE TO tech 2 cards if you have fewer than 10 workers.
So I guess it doesn’t make a difference in this game, because in the end you teched the correct amount of cards before the first reshuffle… So should we just continue with the current state of the game or do you want to redo some of the turns to tech something different?
I meant not building the Tech 1 building. As to teching cards, I might be using the spreadsheet form incorrectly. During Turn 1, I put two cards into the “Tech Cards” area thinking that they would be added at the end of that turn. That might be the problem.
During Turn 3, I drew the first of my tech cards (and, unfortunately couldn’t use them because I hadn’t made the building yet). At this point, after turn 3, there should be 6 tech cards, right?
Don’t tech any cards. While you should start thinking about what to tech once your turn ends, you don’t lock in your first tech choice until the start of a new turn.
Put 2 cards in the tech section of the spreadsheet (I’m assuming you’re using it). When you click either of the buttons that causes you to draw a card, it’ll automatically add them to your discard beforehand (so if you’re supposed to draw before teching, like if your technician dies, do that before putting cards in there).
Put 2 more cards in the tech section. You should now have 4 cards teched, but only the first 2 will be in your hand and/or deck during this turn.
While teching is listed as the last phase in your turn, you don’t actually have to make the decision of which cards to put until the beginning of your next turn (so you can wait and see what your opponent is doing). Therefore you should put the cards in the “Tech Cards” area, that should go into your discard pile right at the start of your turn.
After your turn 3 there are 4 tech cards and at beginning of turn 4 you add two additional cards so it is 6 cards.
So the total number is correct for this game and I’ll continue taking my turn I guess?
STARTING HAND
Firebat
Bombaster
Makeshift Rambaster
Firebat
Scorch
WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
NextHand
Kidnapping
Pillage
Charge
Nautical Dog
Discard
Crashbomber
Makeshift Rambaster
Scorch
Ember Sparks
Captured Bugblatter
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk kills Wisp.
Crashbomber attacks Argagarg dealing 3 damage and dies. Your base takes 1 damage.
Firebat A [Haste from Drakk] - ($4)
Use Firebat A ability to kill Argagarg. - ($3)
Firebat B - ($1)