Realizing I didn’t say before, but good game, sir!
You had me on the edge of my seat, and I felt like I was taking a huge risk that last turn. Heck, you had me half-convinced you’d play Guargum to block and another SotP or Stampede or something (though I was more worried about the Dinosize or a 2nd Charged Barbarbar).
The strength strat in general threw me for a loop (shouldn’t have; such an obvious back-up).
I think it was worth playing this out, fwiw. Taxman + Rook to maxband (off an overpower Sets kill) + Tech lab is 10g, Patrol Arg + Rook + Taxman. He’d have to choose between Snapping out Rook or Arg and TPoS, and you’re a good shot to draw Dinosize or Gunship. Probably was going to be very close
I’m willing to keep playing it, but since he can TPoS next turn it would be a race to see whether I can find lethal before he gets a single burn spell… Maybe surrendering was hasty, but I wasn’t optimistic about my chances.
That is rough. I have to gamble. Is it better for me to kill some of your patrol? I think not. Zane gives you too many possibilities… And going down on cards lowers my chance of drawing what I need. Enh. Let’s do it anyway…
Hrmm. I’m really going to get risky, I think.
P2T8
Tech StartingHand Workers
TECH
Wrecking Ball
Wrecking Ball
STARTING HAND
Shuriken Hail
Inverse Power Ninja
Grappling Hook
True Power of Storms
Snapback
WORKERS
Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus
Porcupine
NextHand
Grappling Hook
Versatile Style
Fox’s Den School
Tech 2 card(s)
Get Paid - ($11) Grave casts True Power of Storms, discarding IPN and Snapback; your base to 1 - ($8) Grave casts Grappling Hook, swinging Rook to Elite
Aged Sensei boosts Grave Grave safely and readily kills Arg, sparking 1 to Rook (Rook now 4/5); you get $1
Scrap Tower to build Surplus; my base takes 2 - ($3) Skip worker
Float ($3)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Ninja Al (1/1+a)
[I]Elite[/I]: Glorious Ninja (4+1/3, Haste, swift strike)
[details=Thoughts][spoiler]
Well, I saved a Ninja and drew FDSchool. He can’t build Tower, so he can’t stop the Ninja. And I might draw Wrecking Ball. I took 2 to build Surplus, which is the same as I’d have taken from Arg’s boost on BarBarBar, but now he can’t play any other spells. What if the Tech Lab was a feint and he was going Dinosize or another SotP?
I either lose on this turn or win, I think. It’ll depend on whether he got Gunships to kill my ninjas (and which ninjas).
[/spoiler]
When attacking a patroller, deals 1 damage to an adjacent patroller.
Sparkshot does stack. A unit with 2 instances of sparkshot will get to deal 2 damage to an adjacent patroller or 1 damage to each of 2 adjacent patrollers. — sharpo
As far as I can tell, Grave only has one Sparkshot, so do you want him to elbow Rook or Taxman?
Bombaster
Pirate Gunship
Mad Man
Dinosize
Nautical Dog
Calypso Vystari
Tech 0 card(s)
Get Paid + scavenger - ($11)
Spirit of the Panda heals 1 damage from Doubling Barbarbarian and Rook Gunpoint Taxman kills Ninja Al, steals $1 from your pile and takes 1 damage ($12) Rook uses Landslide to armor through Glorious Ninja’s swift strike, taking 5 damage (shameless plug for Fantasy Strike)
Summon and max Zane; Zane shoves Bob into the newly empty Elite slot and kills him - ($5) Zane trades with Grave, we both draw
Recruit the newly drawn Whitestar Grappler - ($2) Barbarbarian breaks every bone in Chuck’s body as he smashes into your Tech II, destroying it and taking 1 damage - ($3)
Recruit Mad Man, who immediately bites Sensei to death as he dies from rabies or something, idk - ($2) Waits for you to play Wrecking Ball, repeatedly saying “This is fine” with a smile on my face
…Rook started your Turn 8 with 6 HP, took exactly 1 damage from Sparkshot, then was healed by Spirit of the Panda, as I noted at the start of Turn 9, returning him to 6 HP. That’s what I was referring to when I said I thought you’d forgotten something.
No, if I’d wanted to play anything more $1 wouldn’t have made a difference with what was in my hand.
Funny enough, the only difference is that Rook technically still has 2 lives because he was healed. Two Lives means that he would have survived taking lethal damage, meaning he could still hit through swift strike regardless.
No, I feel that denying Tech II is more important than straight Base damage at the moment. If only I had Snapback to let me kill Troq too…
The Tech II choice was good on your part. If you hadn’t broken it, Ninja Dave would have been invisible and taken you out. As it is, I did not get lucky.
P2T9
StartingHand Workers
STARTING HAND
Versatile Style
Fox’s Den School
Grappling Hook
Morningstar Flagbearer
Savior Monk
WORKERS
Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus
Porcupine
NextHand
Porcupine
Wrecking Ball
Inverse Power Ninja
Fox’s Den Students
Snapback
Discard
Glorious Ninja
Aged Sensei
Versatile Style
Fox’s Den School
Grappling Hook
Tech 0 card(s)
Get Paid + float - ($14)
Daylight robbery - ($13)
Draw from Technician
Draw from Surplus
Summon Setsuki, to max - ($6)
Recruit Savior Monk - ($4)
Recruit Morningstar Flagbearer - ($1) Skip worker
Rebuild Tech II
Tech 0 card(s)
Get Paid + float - ($12)
Spirit of the Panda heals 1 HP for Rook, Taxman and Barbarbarian
Deploy a Pirate Gunship! - ($6) Whitestar Grappler suplexes Flagbearer out of the patrol zone, killing him without taking damage or giving you a card Pirate Gunship obliterates Dave and Monk as it bombards your Base for 7 damage (7 HP remains) Barbarbarian kills Setsuki and overpowers 2 damage to your Base (5 HP remains) - ($7) Rook and Taxman attack your Base for 5 damage (0 HP remains)
Recruit a second Barbarbarian - ($4)
Rook casts Charge on Barbarbarian #2, giving it haste and +2 ATK this turn - ($1) Barbarbarian #2 smashes your Base for 5 damage (-5 HP remains)
I haven’t looked to see what cards he’d teched, but drawing a Wrecking Ball there would have been an unavoidable loss… But yes, it doesn’t get closer than 1 HP base damage!
I maybe should not have killed Arg that turn, to increase my chances of drawing… but looking at your hand now, I’m still glad I did, because you had a Dinosize in hand, and Zane, Mad Man, and Dinosize together meant (I think) you could have just taken out my base otherwise. (:
Doing the math, yeah:
Zane ($8), takes out Al.
Rook takes out GN.
Arg boosts Taxman, who trades with Grave, 2 levels to Zane.
Zane to max ($5), killing Bob, probably shoving him to technician and drawing.
Mad Man ($4) kills Chuck.
Dinosize Barbarbar ($0): 19 damage to base.
Yeah, I would be lying if I said I don’t regret surrendering, but that win just now required enough luck that I suspect you would have had it if we played it out at the time (different day, different RNG seeds). You can at least see why I gave up, right? It was even worse than I suspected at the time, since I thought you’d need Setsuki to stealth past my patrol… Well, you still kind of did, but TPoS made it so if you had ever found a way to get even ONE damage past, I would lose. So while I do regret the hasty decision, I stand by it being reasonable and don’t mind how things turned out (you officially winning and me… morally…? winning).