LDT2: Hobusu ([Anarchy]/Strength/Growth) vs ARMed_Pirate ([Discipine]/Ninjutsu/Bashing)

!

Man that was unexpected. I was totally expecting you to clear my blocker with Zane, Dinosize the Barbarbar and boost him with Arg, and just hit my base for 21.

Take a look at my next hand/thoughts.

@Bob199

No Dinosize, sadly, and got the Gunship before I could build a Tech Lab for it. Figured you could get another FDS before I could shut you down.

Edit: I definitely wouldn’t have expected TPoS, so even if I’d taken out a hero it would have been true wrong one!

uhm, well, DB has overpower, so u could have had him killing both sets and monk, and maybe zane taking down tower or something?

Oh good! I was hoping the feint would work out!

I figured you’d OP and kill Sets, and I’d never see here alive again. I had a Fox’s Den School to sneak stuff through, and I’d be teching in 2x Wrecking Ball to take the final point of damage after TPoS, or just his midband if I thought I could get him to survive a turn. I’d be sending my whole army to take out your Barbar, maybe Arg in the meantime.

It was a REALLY tough decision last turn between my two Porcupines, my two GN’s, my Flagbearer, my FDS, and my FDSchool. I had to try to figure out which combination would cause the most threat/throw you off track the most. I guess I chose wisely!

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).

Well played!

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I’m just glad it felt close from your end, since I never really felt like I was in a good position except the turn I took out your Tech II. Good game!

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

4 Likes

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.

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If you want to play it out just to see what would’ve happened, I’m down. (:

Now that things have calmed down for me, here’s what would have happened if we continued…

Player 1 Turn 8


Starting Hand and Workers

STARTING HAND


Bombaster
Pirate Gunship
Gunpoint Taxman


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster
Bloodrage Ogre


Next Hand

Calypso Vystari
Dinosize
Mad Man
Nautical Dog


Discard

Bombaster
Pirate Gunship


Tech 0 card(s)
Get Paid - ($10)
Summon Rook at Lv. 6 - ($3)
Arg exhausts to give Barbarbarian +2/+2a (total stats this turn: 9/9+2a)
Barbarbarian smashes Savior Monk, taking 1 damage, then overpowers through and bashes Setsuki; Rook gains 2 free levels
Build Anarchy Tech Lab - ($2)
Recruit Gunpoint Taxman - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 8 (4/6+a) (Two Lives)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argagarg Garg Lv. 5 (1/5)
  • :pschip: [I]Technician[/I]: Gunpoint Taxman (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda @Barbarbarian (Healing 1)
  • Doubling Barbarbarian (7/8) (Overpower)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 4
  • Deck: 7
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

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]

  • :psblueshield: [I]Squad Leader[/I]: Ninja Al (1/1+a)
  • :psfist: [I]Elite[/I]: Glorious Ninja (4+1/3, Haste, swift strike)
  • :ps_: [I]Scavenger[/I]: Ninja Bob (1/1)
  • :exhaust: [I]Technician[/I]: Grave Stormborne, Lv. 7 (4/4, Sparkshot, readiness)
  • :target: [I]Lookout[/I]: Ninja Chuck (1/1)
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Ninja Dave (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Surplus HP: 4

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

  • Hand: 3
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11

[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]

[/details]

Sparkshot

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?

Thanks! Rook. I don’t want Rook to be able to take on an Elite Glorious Ninja and survive to deal damage.

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At least when I lose, it won’t be due to lack of effort!

Also, I think you might have forgotten about something I had on the board…

Player 1 Turn 9


Starting Hand and Workers

STARTING HAND


Calypso Vystari
Dinosize
Nautical Dog
Mad Man
Whitestar Grappler


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster
Bloodrage Ogre


Next Hand

Doubling Barbarbarian
Pirate Gunship
Entangling Vines
Charge
Colossus


Discard

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

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Whitestar Grappler (3/5+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda @Barbarbarian (Healing 1)
  • Doubling Barbarbarian (7/8) (Overpower)
  • Garus Rook Lv. 8 (4/1) (Two Lives)
  • Gunpoint Taxman (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 1
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

Rook should be 4/6 (1 life) because of the sparkshot. No armor in elite slot.

Also, Gunpoint should’ve stolen 1 of my floats. (: Would you want to do anything else with the extra cash?

…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.

1 Like

Thanks! Don’t know how I missed that!

@Hobusu
Also, my base should have been at 16 after the Tower replacement. Would that have changed anything?

1 Like

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… :wink:

1 Like

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

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Setsuki Hiruki, Lv. 6 (3/4+a)
  • :psfist: [I]Elite[/I]: Ninja Dave (1+1/1)
  • :ps_: [I]Scavenger[/I]: Savior Monk (2/2, Healing 1)
  • :exhaust: [I]Technician[/I]: Morningstar Flagbearer (2/2, Flagbearer)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Surplus HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11

[details=Thoughts][spoiler]

[/spoiler]

[/details]

1 Like

I think this is the closest game I’ve ever played!

Player 1 Turn 10


Starting Hand and Workers

STARTING HAND


Pirate Gunship
Doubling Barbarbarian
Colossus
Charge
Entangling Vines


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster
Bloodrage Ogre


Next Hand

Colossus
Dinosize
Calypso Vystari
Entangling Vines


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)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda @Barbarbarian #1 (Healing 1)
  • Doubling Barbarbarian #1 (7/9) (Overpower)
  • Garus Rook Lv. 8 (4/2) (Two Lives)
  • Gunpoint Taxman (3/3)
  • Pirate Gunship (7/6) (Flying, haste, long-range, resist 2, obliterate 2)
  • Whitestar Grappler (3/5)
  • Doubling Barbarbarian #2 (3/5) (Overpower)
    [B]Buildings:[/B]
  • :heart: Base HP: 1
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

Good game!

1 Like