Does this fall into my beloved category “high risk high reward”?
Either way, I like my Bloom
nerfed Miracle Growth testing game #4 P2T2
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Present/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)
STARTING HAND
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Spark
Bloom
Brick Thief (2/1)
WORKERS
Fruit Ninja (2/2)
Spark
NextHand
Tenderfoot (1/2)
Wither
Helpful Turtle (1/2)
Bloom
Brick Thief (2/1)
Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Tech 1 - ($4)
max - ($2)
Bloom max - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Max (3/4, lvl1)+
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
that’s been quite a surprise. very curious what his tech choices have been when skipping Tech1 AND going down on cards… let’s see how this spans out