Free for All: White v Green v Purple v Black v Blue

Hey all! @Request, @zhavier and I are going to start a FFA game tonight, played by forum posts. Anyone that would like to join us to fill the last 2 possible spots is welcome! We are hoping to do all mono-colors (and ideally each player does a unique color, as if we were all getting together over one Deluxe set), so Green, Red, and Blue are all available!

Current Players:
@FrozenStorm - Mono White, 63/100 (currently going first)
@Youngbuck - Mono Green, 61/100 (currently going second)
@Request - Mono Purple, 51/100 (currently going third)
@Zhavier - Mono Black, 22/100 (currently going fourth)

I will start the game at 7pm US Central Daylight Time today, 2016-10-16. CDT is UTC-5, so about 7.5 hours to join us!

I recommend tagging the person that goes next in each turn.

2 Likes

I was JUST about to suggest that :wink: Additionally, I think it may be worth tagging anyone whose board state you affected as a part of your turn, and if possible, summarize the changes neatly (open to suggestions on formatting)

1 Like

Is this PbP?

Yes! We are planning to take turns in this thread

Im in! Guess I’ll go Mono-Green 61/100

1 Like

Some friendly reminders for FFA:
-You can heal your base for 3 gold per 1 damage. No limit
-Whenever you kill an enemy unit on your turn, you get 1 free gold, up to 3 maximum.
-You can lend patrollers to other players and they will return to you at the beginning of that player’s upkeep.
-P3 gets 5 workers and a neutral 1/1 mercenary (tech 0) during their first upkeep
-P4 gets 5 workers and 2 1/1 mercs
-P5 gets 5 workers and 3 1/1 mercs

All right, we have ourselves a 4 person free for all! GL HF Everyone, @YoungBuck you will be going next, and I remind everyone PLEASE tag any player whose board will be affected by your turn, and tag the next player after you take your turn!

Also, feel free to table-talk in-thread to forge (temporary) alliances or PM each other, whatever works!

Player 1, Turn 1

Free For All: P1 White vs P2 Green vs P3 Purple vs P4 Black

[details=Starting Hand]
Safe Attacking
Sensei’s Advice
Aged Sensei
Fox Viper
Savior Monk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No Techs Turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Aged Sensei (3)
  • Grave (1)
  • Worker Up (0)

[details=Workers]
Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Aged Sensei (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Morningstar Flagbearer
Smoker
Grappling Hook
Snapback
Fox Primus
[/details]

[details=End of Turn Discard]
Savior Monk
Sensei’s Advice
Safe Attacking
[/details]

[details=My Thoughts]
This is going to be crazy! I legitimately have no idea how to alter my strategy for this mode, my first FFA game, feel free to leave me notes in the thread or PM me if you have experience!
[/details]

#Player 2, Turn 1

Free for All: P1 White vs P2 Green vs P3 Purple vs P4 Black

Events of Turn:

[details=Starting Hand]
VT
Panda
RG
Merfolk
Trent
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Merfolk Prospecter (3)
  • Tech 1 (2)
  • Argargargarg (0) + Wisp

[details=Workers]
VT
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Merfolk (1/1)
Arg (1/3 L1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 0
Disc: 3

#####Gold:
Gold: 0
Workers: 6


[details=End of Turn Hand]
RE
FF
Ironbark
Shambler
Cub

[/details]


[details=My Thoughts]
Well we will see how this goes!
[/details]

GLHF all! @zhavier up next

P3T1


StartingHand Workers

STARTING HAND
Hardened Mox
Battle Suits
Forgotten Fighter
Nullcraft
Tinkerer


WORKERS
Forgotten Fighter


NextHand

Fading Argonaut
Neo Plexus
Plasmodium
Temporal Research
Time Spiral


Discard

Tinkerer
Hardened Mox
Nullcraft


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Battle Suits - ($2)

Float ($2)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mercenary (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6

Thoughts

Original plan will be indestructible units, turtling, heping to pick off obvious threats, not making myself a target, and eventually using Double Time to get a surprise strike for victory.

@Feathers would like to join as Blue, I say we let him be player 5.

Black kicks it off with a blast!

P4T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Thieving Imp
Sacrifice the Weak


WORKERS
Pestering Haunt


NextHand

Skeletal Archery
Poisonblade Rogue
Graveyard
Deteriorate
Jandra, the Negator


Discard

Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Thieving Imp


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Sacrifice the Weak, 1 of my mercenaries dies, @Request’s Merc dies and we both gain 1g, @Youngbuck’s Wisp dies, we both gain a gold, @Frozenstorm’s Aged Sensai dies, we both gain 1g - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Mercenary 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Vandy 2/3, lvl 1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

Thanks for letting me in with the fun! @FrozenStorm you’re up.

P5T1


StartingHand Workers

STARTING HAND
Manufactured Truth
Reputable Newsman
Porkhand Magistrate
Spectral Aven
Building Inspector

WORKERS
Porkhand Magistrate

NextHand

Bluecoat Musketeer
Arrest
Lawful Search
Jail
Traffic Director

Discard

Spectral Aven
Reputable Newsman
Manufactured Truth

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tower - ($1)
Building Inspector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:
* :psblueshield: Squad Leader: Merc 1 (1/1+A)
* :psfist: Elite: Merc 3 (1/1)
* :ps_: Scavenger: Merc 2 (1/1)
* :pschip: Technician:
* :target: Lookout:
In Play:

  • Building Inspector (1/1)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 6

Thoughts

Ugh, this hand. A vulnerable illusion, a useless spell, a too-expensive unit, and two administrators that make me the common target. Usually I’d have built a tower+1 drop… What the hell, let’s do it anyways and see if anyone would be selfless enough to dent my patrol zone for others. Tentatively work towards Judgment Day+Garrisons.

You dont get your mercs until your upkeep, so StW didnt affect you.

Oh, in that case Merc 3 is in Elite.

As I suspected, Sac The Weak seems ridiculous. What I DIDN’T expect was how obnoxious Building Inspector would be…

We had a late sign-up in @feathers, welcome (but dude building inspector…)

@Youngbuck you’ll be up next!

Player 1, Turn 2

Free For All: P1 White vs P2 Green vs P3 Purple vs P4 Black vs P5 Blue

[details=Starting Hand]
Morningstar Flagbearer
Smoker
Grappling Hook
Snapback
Fox Primus
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1scavenger)
  • Tech 2 cards in

[details=All Teched Cards]
Rambasa Twins, Bird’s Nest
[/details]


###Main:

  • Grave kills @feathers’ SQL and Elite Mercs, takes 2 damage w/ tower, I get 2 gold (8)
  • Midband Grave (6)
  • Smoker (5)
  • Worker Up (4)
  • Tech 1 + Inspection (2)
  • Hero’s Hall (0)

[details=Workers]
Morningstar Flagbearer, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (3/4 lvl 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Safe Attacking
Grappling Hook
Fox Primus
Aged Sensei
Snapback
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Already I hate this game lol… Black is going to own sauce, but right now I get more sparkshot value out of slapping Blue. Can’t believe I whiffed both techs on the draw, we’re in for a looong game…
[/details]

#Player 2, Turn 2

Free for All: P1 White vs P2 Green vs P3 Purple vs P4 Black

@Request Youre up next man!

Events of Turn:

[details=Starting Hand]
FF
Cub
Spore
IB
RE
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1 scvn)
  • Tech 2 cards
    ###Main:
  • Rich Earth (4)
  • Worker (4)
  • Merfolk trades with @feathers SCVN Merc 2, both get 1 g (5)
  • Arg kills @feathers Building Inspector, takes 2 dmg, get 1 g (6)
  • Maxband Arg (2) Get elemental

[details=Workers]
Cub, VT
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    ####In Patrol:
  • :psblueshield: Squad Leader: Elemental (3/3 anti-air)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

Arg (1/5 L5)

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 2
Workers: 7


[details=End of Turn Hand]
Panda
Tiny B
Dinosize
Trent
Sham

[/details]


[details=My Thoughts]
So really have no idea what to expect here. My only plan right now is really to go balance with stealth or flying mimcs and some dinosize buffs or something to try to sneak in dmg on other players so that Im not last place haha
[/details]

@zhavier you are next

P3T2


Tech StartingHand Workers

TECH
Gilded Glaxx
Sentry


STARTING HAND
Neo Plexus
Plasmodium
Time Spiral
Fading Argonaut
Temporal Research
Gilded Glaxx
Sentry


WORKERS
Forgotten Fighter
Neo Plexus


NextHand

Nullcraft
Hardened Mox
Tinkerer
Sentry
Time Spiral


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
1 gold from scav - ($8)
Build Tech 1 - ($7)
Prynn - ($5)
Temporal Research to draw 2 cards - ($3)
Plasmodium - ($1)
Time Spiral to remove 1 rune from Plasmodium - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Prynn L1 (1/3) Fading 4
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Forecast 2 - Plasmodium (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Thoughts

5P is gonna be nuts. Hard to keep track of board states easily here, so we’ll just stick with the plan and focus on obvious threats while slowly building up my Double Time shenanigans. If that doesn’t look like and option maybe I can go for a Past-Slow Time Generator lock and see what happens

@feathers you are up.

Keeping things crazy!

P4T2


Tech StartingHand Workers

TECH
Hooded Executioner
Hooded Executioner


STARTING HAND
Jandra, the Negator
Deteriorate
Graveyard
Skeletal Archery
Poisonblade Rogue


WORKERS
Pestering Haunt
Graveyard


NextHand

Skeleton Javelineer
Summon Skeletons
Hooded Executioner
Skeletal Archery


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Vandy to midband - ($2)
Vandy kills Prynn, @Request gains 1g, Vandy to max, Smoker and my Merc are targeted for buff, @frozenstorm’s Smoker returns to hand
Deteriorate Water Elemental
Doomed Merc kills Water Elemental, I gain 1g - ($3)
Jandra, the Negator - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mercenary 3/1, doomed
  • Vandy 4/5, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

@FrozenStorm

P5T2


Tech StartingHand Workers

TECH
Overeager Cadet x2


STARTING HAND
Bluecoat Musketeer
Arrest
Lawful Search
Jail
Traffic Director


WORKERS
Porkhand Magistrate
Bluecoat Musketeer

NextHand

Overeagar Cadet
Reputable Newsman
Manufactured Truth
Overeagar Cadet
Building Inspector

Discard

Arrest
Spectral Aven
Jail

Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Quince - ($4)
Traffic Director - ($3)
Lawful Search, peek at Green’s hand, draw and rs - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:
* :psblueshield: Squad Leader: L1 Quince (1/3+A)
* :psfist: Elite:
* :ps_: Scavenger: Traffic Director (1/1)
* :pschip: Technician: Mirror (0/1)
* :target: Lookout:
In Play:
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4
    Gold:
  • Gold: 2
  • Workers: 7

Thoughts

So many of Blue’s options revolve around limiting a single opponent, which isn’t as viable in FFA. Peace remains my best option, just trying to survive until I can pull off Judgment Day and Garrison to stabilize, then we’ll see what happens next. Fortunately there should be less intentional violence in 5p beyond killing units so Tech II building might be safe long enough for that to happen.

Point of curiosity: am I free to reveal any hand information I’ve gained in an (this) FFA game?