Link to all relevant rule changes
CAWS22 Round 5 Player 1, Turn 5
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Flagstone Garrison
Nautical Dog
Pillage
Mad Man (dog)
Bombaster (MM)
Charge (rs Bombaster)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards (except turn 1)
All Teched Cards
Overeager Cadet, Flagstone Garrison
Lobber, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Lobber, Dark Pact
Main:
- Flagstone Garrison (5)
- Nautical Dog, draw 1 (4)
- Mad Man, run into Brogre, draw 1 (3)
- Overeager Cadet trades with Brogre
- Bombaster, rs draw 1 (1)
- Worker (0)
Workers
Pillage, Dark Pact, Scorch, Bloodburn, Careless Musketeer
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Bombaster (2/2)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
- Flagstone Garrison (4hp)
Economy Info:
Cards:
- Hand: 3
- Deck: 5
- Disc: 1
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Mad Man
Overeager Cadet
Flagstone Garrison
End of Turn Discard
My Thoughts
Not gonna have enough gold to punch through again… and if I whiff on OC/Lobber on the reshuffle my defense is gonna be pretty dicey. Teching the other Garrison as well pray that isn’t the reshuffle draw, then I’m well and truly done in.
…
Well not great but not a disaster either. Let’s hope for a bottom-deck Garrison or something