Not at all what I was expecting either!
Link to all relevant rule changes
CAWS22 Round 4 Player 2, Turn 8
P2 [Fire]/Demon/Peace aka Burning Legion vs P1 [Disease]/Discipline/Law
Starting Hand
Nautical Dog
Dark Pact
The Art of War
Drill Sergeant
Bombaster
Drill Sergeant (techn)
Zarra + Lobber (DS)
Brogre + Cadet (DS2)
Lobber + Boot Camp (Lobber)
Mad Man + rs Art of War (Lobber)
Overeager Cadet (OC1)
Events of Turn:
Upkeep:
- Get Gold (10+1scav)
- Draw 1 techn
- No techs for right now
All Teched Cards
Zarramonde, the Obliterator, The Art of War
Boot Camp, Drill Sergeant
Drill Sergeant, Dark Pact
Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- The Art of War, Oni breaks Council, stands big and tall (8)
- Drill Sergeant, draw 2 (5)
- Drill Sergeant, draw 2 DS +1 (2)
- Lobber, draw 2 DS+2 (1)
- Lobber, draw 1 rs Draw 1 DS+2 (0)
- Overeager Cadet, draw 1 out of cards DS+2
- Overeager Cadet, DS+2
- Give a Lobber 4 runes kill Orpal, take -2/2, levels fizzle
- Give other lobber a rune, kill Grave you get 1g, take 2
- Jaina breaks your tech2, your base to 18
- Give Soldier remaining +4 runes, break your tech3, your base to 16
Workers
Charge, Pillage, Careless Musketeer, Bloodburn, Scorch
-
Patrol as below
- Discard 8 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
- Tech3 HP: 5
- Tech Lab HP: 4 DEMONOLOGY
In Patrol:
-
Squad Leader: Onimaru (6/5aaa lvl 8 swift strike)
-
Elite:
-
Scavenger: Overeager Cadet (2/2)
-
Technician: Overeager Cadet (2/2)
-
Lookout: Drill Sergeant (3/3)
In Play:
- Jaina (4/3 lvl 6)
- Drill Sergeant (3/3)
- Lobber (4/4++)
- Lobber (3/1+)
- Soldier (5/5++++)
- Flagstone Garrison (4hp)
- Flagstone Garrison (4hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
The Art of War
Mad Man
Nautical Dog
Bombaster
Bloodrage Ogre
End of Turn Discard
My Thoughts
Hurray for Art of War, we’re in the clear