[Casual] Nekoatl [White] vs TurboTurboBoost [Red]

You’re doing remarkably well if this is only your third game. But yeah, the variety this game has to offer is a real treat. I’m sure you’ll enjoy exploring it, just as I did.

P1T7


Tech StartingHand Workers

TECH
Ardra’s Boulder
Bird’s Nest


STARTING HAND
Morningstar Flagbearer
Reversal
Snapback
Young Lightning Dragon
Ardra’s Boulder


WORKERS
Smoker
Fox Primus
Safe Attacking
Fox Viper
Aged Sensei
Sensei’s Advice
Morningstar Flagbearer


NextHand

Savior Monk
Martial Mastery
Mind-Parry Monk
Mind-Parry Monk


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Young Lightning Dragon destroys Tech III - ($8)
Setsuki Hiruki - ($6)
Snapback, replace Zane with Drakk - ($3)
Young Lightning Dragon - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Lightning Dragon (3/3A) Flying, breath
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Setsuki Hiruki (1/3)
  • :target: Lookout:

In Play:

  • Mythmaking
  • Young Lightning Dragon (3/3) Flying, breath

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Strength)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

Need to prevent Maximum Anarchy from wiping my board… and I’d better take another Boulder as insulation from Crashbarrows. But… I also need another Dragon, because if a Glider takes out my last one, I have no way to suppress that Tech III. Which means I can’t afford to play a Boulder, which means my hero is probably going to die, which means that hero shouldn’t be Grave, because I might need him for Discipline spells later. And speaking of Gliders, I should really take Bird’s Next to defend against them. So, Satsuki is going to be the sacrifice.

I just realized i’ve been making a big mistake this whole game which greatly affects the outcome and you should be doing better because of it. When my units are dying, i have been deleting them on the sheet. I just now realized i should have been dragging them to the discard pile…No wonder i’ve been going through my deck so fast…Sorry!

1 Like

I should’ve caught this earlier. Not sure how you want to proceed from here

No worries; the spreadsheet definitely takes a bit of getting used to! It’ll be easiest to just start a new game. Want to go first this time?

I was so excited too! i was kidnapping your dragon and they were going to kill each other. Oh well. Sure i can go first. Do we start a new thread or just continue here?

Typically, players just continue in the same thread, but either way works.

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Scorch
Mad Man
Bloodrage Ogre
Bloodburn
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Nautical Dog
Pillage
Makeshift Rambaster
Charge
Bombaster


Discard

Scorch
Mad Man
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Bloodburn - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Safe Attacking
Fox Primus
Morningstar Flagbearer
Smoker
Aged Sensei


WORKERS
Fox Primus


NextHand

Grappling Hook
Fox Viper
Sensei’s Advice
Savior Monk
Snapback


Discard

Safe Attacking
Smoker
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Aged Sensei - ($3)
Grave Stormborne - ($1)
Tech I - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave Stormborne (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Aged Sensei (1/1) Advise, resist 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Bloodburn is a prime candidate for Versatile Style. Aged Sensei and Grappling Hook are lined up nicely for applying pressure, which is quite nice. Teching up early to avoid Pillage. (Thanks, extra P2 worker!) Patrolling Sensei as Lookout in case he manages to get 2 charges on Bloodburn next turn, and hoping that he doesn’t just rush down Grave and kill Sensei with an attack.

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Fire Dart
Kidnapping


STARTING HAND
Charge
Makeshift Rambaster
Pillage
Bombaster
Nautical Dog


WORKERS
Careless Musketeer
Makeshift Rambaster


NextHand

Kidnapping
Bloodrage Ogre
Charge
Pillage


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Bombaster - ($2)
Summon Nautical Dog - ($1)
Build Tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1) Frenzy
  • :target: Lookout:

In Play:

  • Bloodburn

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Versatile Style


STARTING HAND
Fox Viper
Sensei’s Advice
Grappling Hook
Savior Monk
Snapback


WORKERS
Fox Primus
Fox Viper


NextHand

Snapback
Grappling Hook
Sensei’s Advice
Smoker


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling Hook pulls Bombaster to Lookout
Grave kills Bombaster, sparkshot kills Nautical Dog
Savior Monk - ($3)
Midband Grave - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A) Healing 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1) Advise
  • :target: Lookout:

In Play:

  • L3 Grave Stormborne (3/4) Sparkshot, readiness

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

So, I can expect an incoming hit from Bloodburn. I also have various potential hasty attackers to worry about, but I expect them to mostly have 2 health or less, so… guess I’ll have Savior Monk handle them. Since I’m spending 2 cards, I guess I’ll invite the kill on Sensei for the extra draw… especially since I’m not confident that Bloodburn will be used to do it.

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Rickety Mine
Lobber


STARTING HAND
Kidnapping
Bloodrage Ogre
Pillage
Charge
Fire Dart


WORKERS
Careless Musketeer
Makeshift Rambaster


NextHand

Scorch
Mad Man
Rickety Mine
Kidnapping
Lobber


Tech 2 card(s)
Get Paid - ($6)
Draw Card For Technician
Bloodburn +2 Tokens (Bombaster, Nautical Dog)
Summon Drakk - ($4)
Cast Kidnapping On Savior Monk - ($0)
Savior Monk Kills Aged Sensei, Bloodburn +1TK
Bloodburn -2TK Kills Savior Monk, Bloodburn +1TK

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn 2TK

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T3


Tech StartingHand Workers

TECH
Mind-Parry Monk
Training Grounds


STARTING HAND
Snapback
Sensei’s Advice
Grappling Hook
Smoker
Versatile Style


WORKERS
Fox Primus
Fox Viper
Smoker


NextHand

Sparring Partner
Safe Attacking
Mind-Parry Monk
Morningstar Flagbearer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Versatile Style destroys Bloodburn - ($5)
Tech II: Discipline - ($1)
Grappling Hook Drakk to Lookout
Grave kills Drakk

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Grave Stormborne (3/3A) Sparkshot, readiness [1 dmg]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Wow, that seems like overkill… but, I guess it’s an even play… $4 and 1 card for $3 and 2. Not bad, if you don’t factor in the technician bonus, though I think just burning the Sensei would have been a better value. But, it seems I’m going to want Mind-Parry Monk again. As for my other card… I think I’ll try to sneak in a Training Grounds… if all goes well, I can quick-maxband Rook and follow-up with Earthquakes. Grave… can’t afford to pay to maxband and kill Drakk… maybe that’s why the Monk had to die? Seems reasonable. So, I either let Drakk live a bit longer, or I use Grappling Hook to kill him. With Kidnapping in deck, seems Drakk is part of a plan, so better to get rid of him, even if it means going down a card, I think…

I forgot to put scorch into discard. Should be discard 3 draw 5, it did not change anything though

Current Output:
"P1T4


Tech StartingHand Workers

TECH
Kidnapping
Gunpoint Taxman


STARTING HAND
Scorch
Mad Man
Rickety Mine
Lobber
Kidnapping


WORKERS
Careless Musketeer
Makeshift Rambaster


NextHand

Fire Dart
Bombaster (3/2)
Pillage
Bloodrage Ogre
Charge


Discard

Bloodburn
Lobber (2/2) Haste
Kidnapping
Rickety Mine
Mad Man
Scorch
Kidnapping
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($6)
Summon Lobber (2/2) - ($5)
Summon Jaina (2/4) Sparkshot - ($3)
Cast Scorch On Grave - ($0)
Lobber Kills Grave

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/4A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 6
    "

L1-3 Jaina is (2/3).

P2T4


Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Sparring Partner
Morningstar Flagbearer
Safe Attacking
Mind-Parry Monk


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer


NextHand

Versatile Style
Savior Monk
Sensei’s Advice


Discard

Safe Attacking
Martial Mastery
Martial Mastery


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Mind-Parry Monk - ($3)
Sparring Partner - ($2)
Garus Rook - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2) Train
  • :target: Lookout:

In Play:

  • Mind-Parry Monk (5/4) Aura

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Not really sure what to tech here, but with my hand size so low, I definitely wish I had both MM in my cycle, so I’ll go for those, I guess. As things stand, though, I may have to build a Surplus to get me through this cycle. Notably, however, I have a tech advantage, so at least I don’t have to worry about Crashbarrows and Gliders yet. Let’s try to keep the pressure on and see if we can maintain that advantage.

Current Output:
"P1T5


Tech StartingHand Workers

TECH
Bamstamper Lizzo
Doubleshot Archer


STARTING HAND
Bombaster (3/2)
Pillage
Bloodrage Ogre
Charge
Fire Dart


WORKERS
Careless Musketeer
Makeshift Rambaster
Bombaster (2/2)


NextHand

Pillage
Fire Dart
Kidnapping
Nautical Dog (1/1) Frenzy
Scorch


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Bloodrage Ogre - ($3)
Build Tower - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
    "

P2T5


Tech StartingHand Workers

TECH
Hero’s Monument
Training Grounds


STARTING HAND
Versatile Style
Savior Monk
Sensei’s Advice


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer
Savior Monk


NextHand

Grappling Hook
Training Grounds
Snapback
Aged Sensei


Discard

Safe Attacking
Martial Mastery
Martial Mastery
Sensei’s Advice
Versatile Style
Hero’s Monument
Training Grounds


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech III - ($3)
Grave Stormborne - ($1)
Sparring Partner trains Grave

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Grave Stormborne (3/4) Sparkshot [1+]
  • :target: Lookout:

In Play:

  • Mind-Parry Monk (5/4) Aura
  • Sparring Partner (2/2) Train

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

Hmm… attacking into that Tower would be inconvenient, so… I think I’ll just let them come to me. And… there’s not really a convenient way to have Jaina die while attacking, especially when Zane is waiting in the wings, so I think I’ll just let her kill Rook and survive. If she starts getting out of control, there’s Snapback. Going for Tech III in part to intimidate and draw fire away from other priority targets, in case that becomes applicable, but also to get my hero limit up to 3. May as well tech in the Monument while I’m at it, 'cuz it’s good stuff. Although, notably, my buildings are vulnerable to fire magic and Jaina’s maxband. Can maybe slip in Morningstar Pass before the reshuffle in that case, but, even without that protection, the Monument has a lot of health, and would be costly to burn down… and having it divert damage from other buildings is not a bad thing.

Current Output:
"P1T6


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Nautical Dog (1/1) Frenzy
Scorch
Pillage
Fire Dart
Kidnapping


WORKERS
Careless Musketeer
Makeshift Rambaster
Bombaster (2/2)
Nautical Dog (1/1) Frenzy


NextHand

Doubleshot Archer
Mad Man
Kidnapping
Gunpoint Taxman
Charge


Discard

Bloodrage Ogre (3/2)
Scorch
Kidnapping
Fire Dart
Pillage
Molting Firebird
Molting Firebird


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Ogre, Jaina (Takes 2) Kill Garus
Midband Jaina, Heal Dmg - ($5)
Build Tech II FIRE - ($1)

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina (3/3) Sparkshot

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 8
    "

P2T6


Tech StartingHand Workers

TECH
Fuzz Cuddles
Fuzz Cuddles


STARTING HAND
Aged Sensei
Snapback
Training Grounds
Grappling Hook


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer
Savior Monk
Grappling Hook


NextHand

Safe Attacking
Fuzz Cuddles
Hero’s Monument
Fuzz Cuddles


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Training Grounds - ($9)
Mind-Parry Monk breaks Tech II
Midband Grave - ($7)
Grave breaks Tech I
Setsuki Hiruki - ($5)
Spar with Setsuki

Float ($5)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Setsuki Hiruki (3/4A) [1+]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Grave Stormborne (5/4) Sparkshot, readiness [1+, 1 dmg]
  • :target: Lookout:

In Play:

  • Training Grounds (4) Morale, train
  • Mind-Parry Monk (5/3) Aura [1 dmg]
  • Sparring Partner (2/2) Spar

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 11

Thoughts

I feel like I don’t need Earthquake to keep his buildings in check right now, but I am worried about accumulating damage on my beefy attackers, so I’ll try rushing Fuzz.

Current Output:
"P1T7


Tech StartingHand Workers

TECH
Lobber
Gunpoint Taxman


STARTING HAND
Rickety Mine
Bamstamper Lizzo
Bloodburn
Lobber (2/2) Haste
Gunpoint Taxman


WORKERS
Careless Musketeer
Makeshift Rambaster
Bombaster (2/2)
Nautical Dog (1/1) Frenzy


NextHand

Gunpoint Taxman
Rickety Mine
Bloodburn
Bamstamper Lizzo
Lobber (2/2) Haste


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Rebuild Tech I

Float ($8)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina (3/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger: Mad Man (1/1) Haste
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 8
  • Workers: 8
    "

3 things:

You don’t have to pay to rebuild a destroyed tech building (this does not apply to add-ons, which are not considered tech bulidings).

Tech buildings and add-ons build slowly, meaning, you don’t get the benefits of them until after the turn in which you build them. So, for example, if you build a Tower, you can’t use it to detect an invisible thing during the turn you built it, but it will defend you during your opponent’s turn. And, if you rebuild the Tech I, you can’t rebuild the Tech II or play Tech I units in the same turn, because you’re not considered to have a Tech I during that turn. The only exception to this is Green’s Verdant Tree, which allows your tech buildings (not add-ons) to finish building instantly, so with that, you could rebuild your Tech I and Tech II, build a Tech III, and play a Tech III unit all in the same turn.

When a tech building or add-on is destroyed, your base takes 2 damage.