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!
I was JUST about to suggest that 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)
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!
[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]
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)
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.
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]
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger: Smoker (1/1)
Technician:
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]
[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]
Patrol as below
Discard 3 RS Draw 5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 5
####In Patrol:
Squad Leader: Elemental (3/3 anti-air)
Elite:
Scavenger:
Technician:
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]
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Prynn L1 (1/3) Fading 4
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Forecast 2 - Plasmodium (4/4)
[B]Buildings:[/B]
Base HP: 20
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
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)
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: * Squad Leader: L1 Quince (1/3+A) * Elite: *Scavenger: Traffic Director (1/1) * Technician: Mirror (0/1) * Lookout: In Play: Buildings:
Base HP: 20
Tech I HP: 5
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.