I will represent the forces of evil then, give me Black
[Bashing]/Ninjutsu/Strength
no picking on me just because you hate
I’m starting too many games now… blame @charnel_mouse for not pairing my next game before I get distracted…
Well, if that’s how it is, I’m a simple man. I hate, I pick on.
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?
- 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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn
Buildings:
- 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!
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.
Moral of the story, never lend patrollers to the player after you in turn order.
You can still put them in your own patrol zone…
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:
- Squad Leader: L1 Setsuki (1/3A)
- Elite:
- Scavenger: Older Brother (2/2)
- Technician:
- Lookout:
In Play:
Buildings:
- 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.
Right we have that one too. Updated my turn.
also, alt+enter is how you get a newline character inside a cell of a spreadsheet.
I’ll be probably a little slow to my first turn here, sorry fam
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
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Thieving Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician:
- 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
You’re right, Mercenaries don’t appear until first upkeep. Sorry for the confusion!
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
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)
Base HP: 20
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!
Yes, they are tokens.
Very interesting…
P5T1
StartingHand Workers
STARTING HAND
Mad Man
Scorch
Bombaster
Makeshift Rambaster
Pillage
WORKERS
Scorch
NextHand
Charge
Bloodburn
Nautical Dog
Bloodrage Ogre
Careless Musketeer
Discard
Mad Man
Pillage
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bombaster - ($2)
Summon Jaina - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Mercenary 1/1+a
- Elite: Mercenary 2/1
- Scavenger: Mercenary 1/1
- Technician:
- Lookout:
In Play:
- L1 Jaina Stormborne (sparkshot) 2/3
- Bombaster 2/2
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
Wow, I have no idea what to do here but I’m banking on Red burn to burst damage for the kill. I’ll be trying to keep life lead and then bursting someone who’s low enough once I have the life lead. To do that, I open with Crash Bombers and generally spec into Blood? Fire burn spells can also be really good for that burst. Might be able to push for Hotter Fire as another option instead.
@Nekoatl’s turn!
P1T2
Tech StartingHand Workers
TECH
Crash Bomber
Crash Bomber
STARTING HAND
Bloodrage Ogre
Charge
Scorch
Nautical Dog
Careless Musketeer
WORKERS
Mad Man
Careless Musketeer
NextHand
Pillage
Charge
Bombaster
Crash Bomber
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Drakk Ramhorn - ($2)
Nautical Dog - ($1)
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 Drakk Ramhorn (1/3A) Debase
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1) Frenzy 1
- Lookout:
In Play:
- Bloodburn
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
I see no one is floating gold… with 2 Red starters, that’s probably wise. Gonna go for Bombers to punish StW / Executioner / D&D, though I should maybe be more concerned with Earthquake. Well, as long as I’m careful to keep my base topped off, they should be okay, but that’s easier said than done.
@bansa’s turn!
P2T2
Tech StartingHand Workers
TECH
Shuriken Hail
Shuriken Hail
STARTING HAND
Brick Thief
Granfalloon Flagbearer
Fruit Ninja
Bloom
Tenderfoot
WORKERS
Helpful Turtle
Fruit Ninja
NextHand
Spark
Timely Messenger
Wither
Brick Thief
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloom Setsuki - ($3)
Setsuki kills Carp’s SQL Mercenary, gains 1 - ($4)
Tenderfoot - ($3)
Tech I - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Older Brother (2/2A)
- Elite:
- Scavenger:
- Technician: Tenderfoot (1/2)
- Lookout:
In Play:
- L1 Setsuki (2/3), (+), -1
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
well lets just play something and see what happens…