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[FFA] Nekoatl, bansa, FrozenStorm, charnel_mouse, CarpeGuitarrem

I’ve randomed turn order:

  1. Nekoatl
  2. @bansa
  3. @FrozenStorm
  4. @charnel_mouse
  5. @CarpeGuitarrem

I’ll play mono Red. Please post your decks, then I’ll start us off.

3 Likes

I’ll go with [Growth]/Blood/Strength. Are there any bans?

1 Like

Not for this game.

I will represent the forces of evil then, give me Black :wink:

1 Like

[Bashing]/Ninjutsu/Strength

no picking on me just because you hate :kissing_smiling_eyes:

I’m starting too many games now… blame @charnel_mouse for not pairing my next game before I get distracted… :stuck_out_tongue:

Well, if that’s how it is, I’m a simple man. I hate, I pick on.

2 Likes

I’ll be good old mono Red then.

To recap, the major new rules are that p4 and p5 get mercenaries, highest base health when the game ends wins, you get to loan a patroller at the end of your turn, and I forget what exactly but there’s a rule about hero bounties?

1 Like
  • P3 gets 1 Mercenary, P4 gets 2, P5, 3. They tend to die quickly, especially to players that want to collect bounties on them.
  • In cases where the game ends with 2+ players tied for highest base HP, those players go sudden death until there’s a clear winner. While someone has higher base HP than you, you’ll want to make sure no one’s base drops below 1 HP, unless you don’t want to win, as a base falling below 1 HP is what ends the game.
  • You collect $1 bounty per enemy unit (not hero) killed on your turn, up to $3 max per turn.
  • You can repair your base by paying $3 per HP.
  • You can lend any or all of your units and heroes as patrollers, and you collect the patrol bonuses (if any) for their deaths, but they return to your play area (not patrolling) during the upkeep of the player you lent them to, assuming they’re still alive. The receiving player has no option to refuse, but they do have to have open patrol slots for you to put stuff into. It’s theoretically possible to collect up to $4 and 4 cards in patrol zone bonuses per round this way.

I made a copy of the board state spreadsheet for us to use, with multiple blank lines for backline stuff, 'cuz pressing enter doesn’t input the newline character. Please update it to include the previous turn’s events at the start of your turn, once you’ve vetted the previous turn for errors. Also, it’s probably a good idea to put the player who comes after you in the “Next Player” box in the normal spreadsheet.

Looks like this is gonna be a bloody game, but GL HF!

P.S. Attacking someone’s completely undefended base on T1 would just be asking to take retaliatory base damage from Bloodburn on subsequent turns. Food for thought.

P1T1


StartingHand Workers

STARTING HAND
Pillage
Makeshift Rambaster
Bombaster
Mad Man
Bloodburn


WORKERS
Mad Man


NextHand

Careless Musketeer
Scorch
Nautical Dog
Bloodrage Ogre
Charge


Discard

Bombaster
Makeshift Rambaster
Pillage


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

Thoughts

Tempting to patrol with Drakk here, but I don’t know when I’d see Bloodburn again, and especially with no upgrade removal in this game, I want to get it generating gold for me ASAP. Hopefully other players will concentrate on killing those Mercenaries to collect the bounty rather than smacking my exposed base.

@bansa’s turn!

2 Likes

This is inaccurate. if you are player 1 and lend patroller to all 4 other players, the player 2 patrollers would return to you before they actually have any impact on anything. So, max is actually $3 and 3 cards. :smiley:

Moral of the story, never lend patrollers to the player after you in turn order.

2 Likes

You can still put them in your own patrol zone…

1 Like

I don’t know what I’m doing. Please don’t kill me.

P2T1


StartingHand Workers

STARTING HAND
Helpful Turtle
Spark
Older Brother
Timely Messenger
Wither


WORKERS
Helpful Turtle


NextHand

Fruit Ninja
Bloom
Tenderfoot
Granfalloon Flagbearer
Brick Thief


Discard

Spark
Timely Messenger
Wither


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Setsuki - ($2)
Older Brother - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Setsuki (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Older Brother (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

well lets just play something and see what happens…

I’ve updated the board state spreadsheet to reflect the changes from my turn, @FrozenStorm your turn next.

2 Likes

Right we have that one too. Updated my turn.

1 Like

also, alt+enter is how you get a newline character inside a cell of a spreadsheet.

2 Likes

I’ll be probably a little slow to my first turn here, sorry fam

2 Likes

okay @charnel_mouse trying to get all this right, GL HF ALL!
Don’t forget to update board state!

Really unlucky T1 split for the forces of darkness here

Someone remind me later I should put the tokens up on codexcarddb, and we should have them added to the Autocard list for codex after that. I couldn’t remember if the merc was 1/1 or 0/1

Also FWIW I don’t think the mercenaries are on the board until the start of player 3 4 and 5’s turns

For reference here are the rules variations for FFA

FFA G1 Player 3, Turn 1

P1 (Neko) Mono Red vs
P2 (bansa) [Bashing]/Ninjutsu/Strength vs
P3 (Frozen) Mono Black vs
P4 (charnel) [Growth]/Blood/Strength vs
P5 (Carpe) Mono Red

Starting Hand

Summon Skeletons
Deteriorate
Thieving Imp
Jandra, the Negator
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Thieving Imp, charnel discards #2 of 5 (2)
  • Worker (1)
  • Tech1 (0)
Workers

Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Mercenary (1/1)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Poisonblade Rogue
Graveyard

End of Turn Discard
My Thoughts

Would have been nice to get StW next turn and Jav/Haunt this turn… oh well


2 Likes

You’re right, Mercenaries don’t appear until first upkeep. Sorry for the confusion!

1 Like

Have fun, all! These mercs are tokens that disappear when they die, right? The rules just say they’re Tech 0 units.

P4T1

Starting hand: 5

Ironbark Treant
Rich Earth
Verdant Tree
Forest’s Favour
Rampant Growth

Thieving Imp discard: 1. Really, Frozen? Really?

Rich Earth

Thoughts

Two key things:

  • There are three very aggressive monocolour decks, and the other deck is being played by a very aggressive player.
  • No one has upgrade removal. We can expect Bloodburn / Skeletal Archery / Mythmaking early, and Might of Leaf and Claw for myself later on.

Frozen is the priority opponent early on, with Black’s easy ability to farm bounty gold. Later on, basically everyone, although I’m not sure what bansa’s plan is.

I picked these specs to have lots of base health manipulation, with Artisan Mantis, Bugblatter, and Morningstar Pass. I can’t easily get all three of them, unfortunately. I know I want to focus on Growth for Might of Leaf and Claw, though, and we’ll see which one I want a Tech Lab for. Probably Morningstar Pass, with so many Blood specs around the table. Then I can look at Colossus, too, and DeGrey to deal with, I suspect, a large Skeleton archer presence from Frozen.

Losing Rich Earth is really bad, here: I don’t get to benefit from free workers with no risk of removal, and it’s one of my only decent starting options. Ironbark Treant is asking to get hit with Sacrifice the Weak, so I’ll just take Argagarg and go back to full hand size. That means all my board presence is low-attack troops that are easy prey for bounty gold, so I’ll stick them all in patroller bonuses, hiding behind other players’ Squad Leaders when I can. If people take out my patrol, they’re risking giving FrozenStorm the Argagarg kill, and free levels on a Black hero, so hopefully I get left alone.


Get paid - (5)
Two Mercenaries arrive
Worker - (4)
Argagarg Garg, Wisp arrives - (2)
Tech I - (0)
Argagarg to FrozenStorm’s Scavenger slot
Wisp to FrozenStorm’s Elite slot
Mercenary #2 to Nekoatl’s Scavenger slot
Discard 3, draw 5


:ps_: Mercenary #1 1/1

Argagarg L1 1/3 (in FrozenStorm’s Scavenger slot)
Wisp 1+0/1 (in FrozenStorm’s Elite slot)
Mercenary #2 1/1 (in Nekoatl’s Scavenger slot)

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


Hand: 5

Merfolk Prospector
Playful Panda
Tiger Cub
Young Treant
Spore Shambler

Deck: 0
Discard: 4

Rich Earth
Verdant Tree
Forest’s Favour
Rampant Growth

Card-count check (opponent-viewable)

Expected: 10
0 on board
5 in hand
0 in deck
4 in discard
1 in workers
Total: 10


Gold: 0
Workers: 6

5 x start
T1: Ironbark Treant

You’re up, @CarpeGuitarrem!

2 Likes

Yes, they are tokens.

2 Likes