Note: Mercenaries do not appear until your upkeep. Also, Shadow has rightly pointed out that his codex is likely very powerful in this context. So, yea, bullseye! No Discipline or Balance, and future is in the same codex as growth. Demonology tech 3 could break molac, but that’s about it.
Also, at least in my spreadsheet, there is a space for “next player” next to the player number. If you put the next player name there it will automatically add a tag to signal the next player that it is their turn.
As a token of good will, I am living my mercenary for people to share the bounty on!
P3T1
StartingHand Workers
STARTING HAND
Nullcraft
Hardened Mox
Time Spiral
Forgotten Fighter
Fading Argonaut
WORKERS
Forgotten Fighter
NextHand
Battle Suits
Plasmodium
Neo Plexus
Tinkerer
Temporal Research
Discard
Nullcraft
Time Spiral
Fading Argonaut
Tech 2 card(s)
Get Paid - ($5)
Get Bunny
Worker - ($4)
Mox - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Bunny (1/1)
Technician:
Lookout: Hardened Mox (1/1)
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
Long game looks like I’m gonna be targeted, so am unlikely to have the most life. To win therefore is going to need attacks at several people, and the only way I can see that working is if I get invisiblity. Tech 3 future should be a plan, but it is weak on the offense before that. Either MoLaC (which is hardly likely to activate given my lack of hasty units, and people will start chipping away at my stuff once tech 2 growth hits) or Garrison with cheap purple units should help. Tech lab Growth switching to tech lab future may work, but seems to slow given tech 3 anarch and tech 2 present are both availible here.
Given my specs, I don’t see myself likely to win given my lack of sudden damage, and the large target painted on my by zhavior, who probably has one of the scariest decks there.
STARTING HAND
Tiger Cub
Forest’s Favor
Ironbark Treant
Playful Panda
Rampant Growth
WORKERS
Playful Panda
NextHand
Merfolk Prospector
Spore Shambler
Young Treant
Rich Earth
Verdant Tree
Discard
Rampant Growth
Forest’s Favor
Tiger Cub
Tech 2 card(s)
Get Paid - ($5)
Get 2 mercenaries
Worker - ($4)
Ironbark Treant - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Mercenary #1 (1/1A)
Elite: Ironbark Treant (2/2AA)
Scavenger: Mercenary #2 (1/1)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
First time in a FFA, I have no idea how to approach this… I went with the Green starter for the economic advantage, but unfortunately I didn’t get any of the economy cards in my opening hand. I want to play them both next turn while teching up, and I don’t want to commit to a hero yet. So for now, I’ll rely on Ironbark and the mercs for protection.
Workering Panda because wisps just seem like bounty fodder in this context. Long term, my heroes seem to be pretty good Meta material, but we’ll see how easy it is to keep heroes alive before I commit to that. For my 1st tech choices, Centaurs seem solid, but Gargoyles have a thing or two going for them as well.
No point playing Prospector if he’ll just get picked off by a stray Nullcraft, right? And I guess Rich Earth paints a bit of a target on me, which I don’t want to exacerbate with Verdant Tree. I would’ve liked a hero + Heroes’ Hall to start setting up Meta, but to afford that I’d need to trade Ironbark, which would leave me all but defenseless.
Huh, that just leaves Spore Shambler, which is unassuming enough. Also has some synergy with Gargoyle, I suppose. I don’t want to worker Verdant Tree just yet, though, so bye bye Prospector.
STARTING HAND
Tenderfoot
Timely Messenger
Older Brother
Fruit Ninja
Brick Thief
Wither
WORKERS
Granfalloon Flagbearer
Fruit Ninja
NextHand
Bloom
Wither
Spark
Nimble Fencer
Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Build Tech I - ($4)
Recruit Timely Messenger - ($3) Timely Messenger kills @Shadow_Night_Black’s Wisp, he draws - ($4) River kills @Shadow_Night_Black’s Arg with help from Helpful Turtle, they each take 1 damage and River gains 2 free levels, healing her
Recruit Older Brother - ($2)
Recruit Tenderfoot - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Older Brother (2/2+a)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
River Montoya Lv. 3 (2/4)
Helpful Turtle (1/1) (Healing 1)
Timely Messenger (1/1) (Haste)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Playing this by ear so far, since I don’t really have a plan. Which Tech II should I go with? Finesse seems to vulnerable to having pieces taken out by someone who’s afraid of the combo, Past seems like the Fading could be an issue, and while Ninjutsu has multiple things that would discourage people from attacking me it also threatens them enough that someone would undoubtedly try to stop me. If I go with Past I may or may not want to play Slow-Time Generator, but if I go Ninjutsu I’m fairly sure a Fox’s Den School would be good to grab so my units can’t be targeted with spells. …Oh yeah, this turn. I just saw weak defenses and went for free hero levels and a small gold bounty. I could have maxed River this turn to get a discount on the Tech 0 units, but it wouldn’t give her any more HP and comes out to the same gold costs (since Messenger has to be paid for before I can max her if I want the free levels). I suppose I could have maxed her and played Brick Thief too, but then I’d have a small hand size – and a target on my back. I don’t want to pull ahead like that right now.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
looks around for a 1 hp thing to kill with nullcraft… @hobusu helpful turtle bites the dust - ($6)
Battle Suits - ($4)
Geiger - ($2)
Forgotten Fighter, bounces @dreamfire Ironbark Treant back to hand - ($0)
Fading Argonaut trades with @bob199 Bronan, 1g bounty - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Hardened Mox 2/1
In Play:
Battle Suits
Nullcraft 1/1
Geiger 2/3, lvl 1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 7
Thoughts
Do I play battle suits or not? It will eventually get stolen by shadow, but would that be so bad? let him be the target of retribution.
For anyone who might not be reading the Table Talk thread for this game but is following this thread, read this for an explanation of why my turns will be slower for a while – and why I’m willing to let someone else take my place in this game. Just let me know if you’re interested and I’ll give you access to my spreadsheet for this game.
P5T3
Tech StartingHand Workers
TECH
Porcupine
Glorious Ninja
STARTING HAND
Bloom
Spark
Wither
Nimble Fencer
WORKERS
Granfalloon Flagbearer
Fruit Ninja
Wither
NextHand
Porcupine
Brick Thief
Nimble Fencer
Older Brother
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Ninjutsu Tech II - ($3) River knocks @zhavier’s Mox out of the patrol zone and takes 12 damage (is it even possible to get a bounty from an indestructible unit? I know causing it to exhaust doesn’t give one) Older Brother and Timely Messenger trade with @zhavier’s Geiger, giving River 2 more free levels and healing her
Recruit Nimble Fencer - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Nimble Fencer (2/3+a) (Haste)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
River Montoya Lv. 5 (3/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Staying focused on keeping my board at a decent size and getting bounties (even if it’s just free levels). Ninjutsu seems like the path least reliant on a combo other people could screw up, so I’ll go with that. I think I may want to get a Vortoss Emblem down the line to make it harder to target my things, but maybe Fox’s Den School would be better? Also going to have to keep an eye on enemy heroes to see if grabbing Origin Story might be necessary… But I think my plan for victory might end up being Fox’s Den Students combined with the School to make more of my units count as ninjas (and thus get haste from Students and invisibility from the school). Maybe Students is a bit redundant, though… Perhaps if I get School set up, Jade Fox would be good? Swift strike + flying + invisible all added to a Porcupine sounds hilarious, though I’d have to be careful to keep some blockers around or only drop Jade Fox when the shift to flying would actually win the game. Also, who knows if they’d even let me keep a Tech III up that long anyway?
No, Indestructible doesn’t give bounties unless you polymorph it. Also River would have taken 2 damage.
With how big your board was, I am not at all surprised you picked on me, but there were plenty other ways to get bounties available on the table.
Also please remember that in addition to bounties, 3g gets you 1 point of base repair.
P1T4
Tech StartingHand Workers
TECH
Tricycloid
Hyperion
STARTING HAND
Time Spiral
Argonaut
Plasmodium
WORKERS
Temporal Research
Tinkerer
Neo Plexus
Plasmodium
NextHand
Forgotten Fighter
Tricycloid
Hyperion
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Argonaut - ($4)
Tech 2 Present - ($0)
Nullcraft hits @Shadow_Night_Black Base to 19
My threat list has Hobusu and Shadow at the top at the moment, I flipped a coin.
STARTING HAND
Brave Knight
Neo Plexus
Assimilate
Garrison
Temporal Research
WORKERS
Forgotten Fighter
Tinkerer
Time Spiral
Temporal Research
NextHand
Assimilate
Fading Argonaut
Garrison
Nullcraft
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vir - ($5)
Assimilate @zhavier’s Battlesuits - ($2)
Braveknight kills @Bob199 crashbomber, my base to 18 (@zhavier, see? I’m not a threat) - ($3)
Braveknight - ($0)
Mox kills @Bob199 Drak, @zhavier, @Dreamfire, @Hobusu obusu, we all take 1 base damage, Vir to lvl 3
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Brave Knight #1 (5/1+A, Readiness)
Elite:
Scavenger:
Technician:
Lookout: Brave Knight #2 (5/3, Readiness)
In Play:
Battle Suits
Plasmodium (4/4, Forecast 1)
zhavier’s red rimmed suits Battle Suits
Hardened Mox (3/1)
Vir (2/3, lvl 3)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Well, everyone one looks scary. Zhaviar going tech 3 anarach is bad, and tech 2 present is probs worse. Weaking his Hyperions by taking his battlesuits should slow him down (plus is a nice boost to my units). Bob now with tech 2 blood as well scary, so kill some of his stuff. Ninjust can come out of nowhere, but not nearly as quickly as the last two, so leave him alone.
Edit: edited out my bounties for two Brave Knights.
P4T4
Tech StartingHand Workers
TECH
Soul Stone
Barkcoat Bear
STARTING HAND
Young Treant
Rampant Growth
Tiger Cub
Barkcoat Bear
Forest’s Favor
WORKERS
Playful Panda
Merfolk Prospector
Ironbark Treant
Tiger Cub
NextHand
Verdant Tree
Stalking Tiger
Gargoyle
Soul Stone
Tech 2 card(s)
Get Paid - ($8)
Worker
Calamandra - ($6)
Rampant Growth on Centaur - ($4)
Centaur scares away @Shadow_Night_Black’s SQL Knight, overpowers to scare away Lookout Knight What can I say, those super-Knights are scary…
Spore Shambler kills @Bob199’s Musketeer - ($5) …and so are Hotter Bugblatters
Barkcoat Bear - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Barkcoat Bear (5/5A), resist 2
Elite:
Scavenger:
Technician: Calamandra lvl 1 (2/3)
Lookout:
In Play:
Rich Earth
Centaur (3/1)
Spore Shambler (2/1), ++
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Yeah, 2X Battlesuits is definitely a bullseye… can’t let his board get out of hand this early. But then there’s also Blood+Fire. I mean, Bugblatters with Hotter Fire? I need to take some of his fuel away.
I’m building a tower to discourage things like Nullcraft picking off my hurt units. Hoping that Cal survives to give my tiger invisibility next turn, though to be honest, it’ll more important the turn afterwards.
Teching Soul Stone since I’m assuming it can’t really be Assimilated, going by the ruling on Spirit of the Panda