STARTING HAND
Lawful Search
Traffic Director
Jail
Porkhand Magistrate
Bluecoat Musketeer
WORKERS
Manufactured Truth
Bluecoat Musketeer
NextHand
Reputable Newsman
Lawful Search
Traffic Director
Overeager Cadet
Spectral Aven
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($3)
Build Jail - ($0)
General Onimaru attacks your base for 3 damage (at 17)
Building Inspector attacks your base for 1 damage (at 16)
Play Ironbark Treant for 3g. (5g)
Play Playful Panda for 2g. (3g)
Play Merfolk Prospector for 1g. (2g)
Playful Panda gets out of jail, creating a 0/1 Wisp token.
Play Young Treant for 2g. (0g, no cards in hand)
Wisp patrols in Squad Leader. Ironbark Treant patrols in Lookout. Merfolk Prospector patrols in Technician.
Okay, that’s kind of frightening. Hopefully this doesn’t turn out too badly for me.
P1T3
Tech StartingHand Workers
TECH
Overeager Cadet
Elite Training
STARTING HAND
Traffic Director
Reputable Newsman
Overeager Cadet
Lawful Search
Spectral Aven
Porkhand Magistrate
WORKERS
Manufactured Truth
Bluecoat Musketeer
Porkhand Magistrate
NextHand
Arrest
Lawful Search
Brave Knight
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cast Lawful Search, drawing a card, then peeking at your hand - ($4)
Hire Spectral Aven - ($2)
Hire Reputable Newsman. Arrives: Choose “2” - ($0)
Hire Overeager Cadet
General Onimaru attacks your Wisp, killing it.
STARTING HAND
Arrest
Brave Knight
Lawful Search
Elite Training
WORKERS
Manufactured Truth
Bluecoat Musketeer
Porkhand Magistrate
Lawful Search
NextHand
Elite Training
Overeager Cadet
Traffic Director
Discard
Building Inspector
Arrest
Drill Sergeant
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
General Onimaru attacks your Water Elemental, removing the armor, dealing 2 damage, but dying.
Building Inspector attacks your Water Elemental, killing both.
Spectral Aven attacks and kills your Merfolk Prospector.
Hire Sirus Quince - ($4)
Hire Brave Knight - ($1)
With Young Treant, Ironbark Treant, and Playful Panda dead, there are 4 cards in my discard.
Tech 2 cards (6 cards in discard)
Wandering Mimic
Moss Ancient
Player 2, Turn 5
Workers generate 9g. (9g)
Argagarg casts Stampede for 6g, giving all my units (Wisp and Tiger Cub) +3 attack and 3 armor this turn. (3g, 2 cards in hand, 7 in discard.)
Tiger Cub attacks the Overeager Cadet in Squad Leader, dealing 5 damage total - killing the Cadet with the first 3, and further stampeding 2 damage to your base. Her armor absorbs all of the Cadet’s damage. (Your base is now at 18.)
Wisp attacks and kills Reputable Newsman. Nothing else takes damage in that attack.
Hire 10th worker. (1 card in hand.)
Galina Glimmer
Play Calamandra Moss for 2g. She patrols in Technician. (1g)
Tech 2 card(s)
Draw a card (technician)
Get Paid - ($9)
Worker - ($8)
Hire Drill Sergeant - ($5)
Hire General Onimaru - ($3)
General Onimaru casts Elite Training targeting Overeager Cadet and Sirus Quince - ($1)
Brave Knight attacks Calamandra Moss; both die. Brave Knight returns to my hand and you draw a card. General Onimaru gains 2 levels.
Overeager Cadet attacks Argagarg Garg, dealing 3 damage and losing his armor.
Sirus Quince attacks Argagarg Garg, dealing 2 damage and losing his armor. Argagarg Garg dies; General Onimaru gains 2 levels.
I draw a card (Giant Panda) from Technician (Calamandra) dying. Calamandra and Argagarg are recovering this turn.
Correction from my last turn - I wrote that I had teched Wandering Mimic in my “Tech” section, but put Chameleon in my discard. The intended tech was Chameleon - I was going back and forth and didn’t update everything consistently. I’m going to treat it as a Chameleon unless you say I should resolve it the other way, since it was ambiguous on my part.
Tech 2 cards (2 cards in discard)
Tyrannosaurus Rex
Gigadon
Player 2, Turn 6
1g from last turn.
Workers generate 10g. (11g)
Play Giant Panda (3g), freeing Merfolk Prospector, then Young Treant (2g), freeing the Panda, who creates a 2nd Wisp. (6g, 2 cards.) Young Treant is in jail.
Feel free to fix your tech choice. I hadn’t seen your tech anyway, and I’ll do my best to forget I know one of your techs.
P1T7
StartingHand Workers
STARTING HAND
Drill Sergeant
Flagstone Garrison
Flagstone Spy
Building Inspector
Arrest
Brave Knight
WORKERS
Manufactured Truth
Bluecoat Musketeer
Porkhand Magistrate
Lawful Search
Traffic Director
Spectral Aven
NextHand
Elite Training
Overeager Cadet
Reputable Newsman
Patriot Gryphon
Discard
Arrest
Building Inspector
Brave Knight
Tech 0 card(s)
Get Paid + float - ($11)
Build Flagstone Garrison - ($8)
Hire Drill Sergeant #2; Drill Sergeant #1 gains a +1/+1 rune; I reshuffle then draw a card - ($5)
Hire Flagstone Spy; both Drill Sergeants gain +1/+1 runes; I draw a card - ($2)
Cast Arrest targeting your Tiger Cub, disabling it - ($0)
General Onimaru attacks your Squad Leader Wisp, killing it
Overeager Cadet attacks your Scavenger Wisp, killing it. You gain 1g
Sirus Quince attacks your Merfolk Prospector, killing it but taking 2 damage
Drill Sergeant #1 attacks your Tech III building, dealing 5 damage and destroying it. Your base takes 2 damage, to 14
Drill Sergeant #1 removes a +1/+1 rune -> Places a +1/+1 rune on Drill Sergeant #2 (#2 now has two runes)
Drill Sergeant #1 removes a +1/+1 rune -> Places a +1/+1 rune on Flagstone Spy
Good catch; I have Arrest in my discard right now, but something is wrong. I should have three cards in my discard (the two I discarded at the end of turn, and the Arrest I cast.) I’m guessing I forgot to move Arrest to discard when I cast it, but also forgot to draw the second card from Flagstone Garrison? I’m not entirely sure; I thought I drew the second card, but it’s the only thing I can think of that makes sense.
I’m going to move the first card in my hand to discard and draw the top card of my deck to replace it. Assuming this is what happened, that will put hand/deck/discard back into the correct state.
Edit: That’s definitely what happened. From my next turn, I can tell that the spreadsheet adds cards drawn during the turn to the bottom of your starting hand. My starting hand only had one additional card added to it (Arrest) when it should have had two (Arrest + Brave Knight.) Everything should be fixed now.
STARTING HAND
Reputable Newsman
Overeager Cadet
Brave Knight
Elite Training
Patriot Gryphon
Building Inspector
Brave Knight
Arrest
WORKERS
Manufactured Truth
Bluecoat Musketeer
Porkhand Magistrate
Lawful Search
Traffic Director
Spectral Aven
NextHand
Elite Training
Patriot Gryphon
Arrest
Patriot Gryphon
Tech 0 card(s)
Get Paid - ($10)
Hire Overeager Cadet; both Drill Sergeants gain +1/+1 runes; I draw a card
Hire Reputable Newsman; Arrives: Choose “2”; both Drill Sergeants gain +1/+1 runes; I reshuffle and draw a card - ($8)
Hire Building Inspector; both Drill Sergeants gain +1/+1 runes; I draw a card - ($7)
Hire Brave Knight; both Drill Sergeants gain +1/+1 runes; I draw a card - ($4)
Drill Sergeant #2 removes six +1/+1 runes -> Places six +1/+1 runes on Flagstone Spy (Spy now has seven runes)
Drill Sergeant #1 removes four +1/+1 runes -> Places four +1/+1 runes on Flagstone Spy (now has eleven +1/+1 runes)
Flagstone Spy sneaks invisible past your patrol zone and attacks your base for 14 damage, destroying it
That should do it, assuming I didn’t make any mistakes. Good game!
I definitely shouldn’t have played my whole hand on turn 2. I kept teching reactions (instead of predictions), drawing them late, and then workering them because my hand was too small.
It’s kinda not cool that Rampant Growth, Forest’s Favor, Nature Reclaims, and Moment’s Peace all cost 2 (not even counting Calamandra’s spells).
Yeah, I had no way of knowing how much the Reputable Newsman was hurting you. I wanted to be sure to avoid Rampant Growth, but those other spells are a big deal too.
Part of the reason I went for an aggressive Peace build was because I was worried about your long-term economy after the turn one Rich Earth. I think if I’d gone with a defensive spec, you would have built up your board before the Stampede and I wouldn’t have recovered.