That technician draw was definitely not what I was hoping for, but it turns out it gave me some real value for the two virtuosos in my hand. But either way I still have this mortal combat sentence in my ear
“resistance is futile”
casual P1T8
P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)
Grappling Hook
WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)
Snapback
NextHand
Martial Mastery
Star-Crossed Starlet (3/2)
Discard
Aged Sensei (1/1)
Sparring Partner (2+1/2)
Maestro (3/5)
Nimble Fencer (2/3)
Grappling Hook
Star-Crossed Starlet (3/2)
Tech 0 card(s)
technician draw (boo, no Guide, yay, hook)
Get Paid + Scav - ($10)
Rook - ($8)
Hook Elemental to Lookout (why didn’t I draw that one last turn!)
Fencer - ($6)
Starlet trades elemental - ($4)
Fencer kills Zane, Rook to lvl3
Monk kills Wisp
Flagbearer kills Rook, my Rook to midband, Nest to discard - YAY
maxband Rook - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Rook (4+1/6, lvl8)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Morningstar Flagbearer (3/1)+
- Savior Monk (2/2)
- Nimble Fencer (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 3
-
Tech II HP: 5 (Finesse)
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 3
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
I just don’t get why it feels like I’m still in the game