Well at least I still like my tech2 better than yours XD
Link to full rule changes in effect
Game 2 Player 1, Turn 4
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Starting Hand
Makeshift Rambaster
Bombaster
Charge
Mad Man
Blooming Ancient
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Blooming Ancient, Surprise Attack
Blooming Ancient, Spirit of the Panda
Gunpoint Taxman, Bird’s Nest
Main:
- Bombaster (5)
- Worker (4)
- Tech 2 Growth (0)
Workers
Mad Man, Careless Musketeer, Bloodburn, Scorch
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Bombaster (2/2a)
-
Elite:
-
Scavenger:
-
Technician: Gunpoint Taxman (3/3)
-
Lookout:
In Play:
- Rook (2/4 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Pillage
Bloodrage Ogre
Nautical Dog
Bird’s Nest
Spirit of the Panda
End of Turn Discard
My Thoughts
This is such a terrible hand to have drawn… I can’t setup anything hasty Spirit of the Panda next turn, I’m likely to lose both the units I have, I can’t easily kill Cala, and I don’t have a good thing to worker. I suppose the best thing to do is to posture as if I can get a tech2 unit down next turn and hope it prompts a reach play. Otherwise I’m probably Bird + SotPing next turn and skipping worker? Sure. What am I workering here? Rambaster or Mad Man? I spose Mad Man…