MapMatch: Blue V Black - FrozenStorm and Zhavier

Quick list of the maps:

http://codexcarddb.com/maps

FURY ROAD: Players can only have one patroller at a time.
FLAGSTONE MINES: Players can hire any number of workers per turn.
BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.
HARD TIMES MILL: Workers cost an extra [1 gold] to hire.
NO RUSH 15 MINUTES: Prevent all damage until after each player has taken 4 turns.
DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.
PINNACLE: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
VORTOSS RUINS: Players can’t build the heroes’ hall or tech lab add-ons, but automatically get their effects.
BLOODBOWL: All units have +1 ATK and haste.
LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.

We will start with FURY ROAD.

@FrozenStorm Shall be taking on the role of Black, and we shall see if the map cards have a significant effect on the matchup.

I suspect FURY ROAD will not be kind to Blue, but we shall see.

P1T1


StartingHand Workers

STARTING HAND
Reputable Newsman
Porkhand Magistrate
Spectral Aven
Traffic Director
Bluecoat Musketeer


WORKERS
Porkhand Magistrate


NextHand

Arrest
Lawful Search
Jail
Manufactured Truth
Building Inspector


Discard

Spectral Aven
Bluecoat Musketeer
Reputable Newsman


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Onimaru - ($1)
Traffic Director - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director 1/1
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Onimaru 2/3, lvl 1
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5
2 Likes

Can you add a link to the database map list in the first post (and the first turn of each subsequent game)?

Good luck with this, by the way! I hope you uncover some interesting interactions with the maps.

This Map favors P1 at least :wink: So I think it’s an advantage for Blue P1, though it would likely be a shitshow for Blue P2 :wink:

Game 1, Player 1, Turn 1

Map: Fury Road (Limit 1 Patroller)
P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp, discard #2 of 5 (2)
  • Worker (1)

[details=Workers]
Summon Skeletons
[/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: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Skeleton Javelineer
Pestering Haunt
Graveyard
Poisonblade Rogue
Skeletal Archery
[/details]

[details=End of Turn Discard]
Sacrifice the Weak
Jandra, the Negator
Deteriorate
[/details]

[details=My Thoughts]
So the name of this Map I think will be Soul Stone XD We’ll see how things start out, I expect Oni to kill the Imp but what I don’t want is Oni getting base damage. I almost want Jandra here, but I think I’ll wait until first cycle to plop her down + soul stone her.
[/details]

1 Like

P1T2


Tech StartingHand Workers

TECH
Brave Knight
Boot Camp


STARTING HAND
Manufactured Truth
Lawful Search
Jail
Building Inspector
Arrest


WORKERS
Porkhand Magistrate
Building Inspector


NextHand

Bluecoat Musketeer
Reputable Newsman
Arrest
Brave Knight


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jail - ($1)
Tech 1 - ($0)
Oni kills Imp
TD hits base for 1

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


[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]
  • Onimaru 2/1, lvl 1
  • Traffic Director 1/1
  • Jail :heart: 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

This Map favors P1 at least :wink: So I think it’s an advantage for Blue P1, though it would likely be a shitshow for Blue P2 :wink:

Game 1, Player 2, Turn 2

Map: Fury Road (Limit 1 Patroller)
P1 Blue vs P2 Black

[details=Starting Hand]
Skeleton Javelineer
Pestering Haunt
Graveyard
Poisonblade Rogue
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Sickness, Dark Pact
[/details]


###Main:

  • Vandy + Midband (3)
  • Skeleton Javelineer (2)
  • Pestering Haunt, breaks out Jav
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Vandy (3+1/4 lvl 3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Skeleton Javelineer (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Sacrifice the Weak
Graveyard
Jandra, the Negator
Sickness
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Teching a Sickness in case he opts to trade into Vandy, and a Dark Pact in case he leaves her up. No idea how to effectively block here lol
[/details]

P1T3


Tech StartingHand Workers

TECH
Free Speech
Overeager Cadet


STARTING HAND
Reputable Newsman
Brave Knight
Arrest
Bluecoat Musketeer


WORKERS
Porkhand Magistrate
Building Inspector
Bluecoat Musketeer


NextHand

Boot Camp
Spectral Aven
Lawful Search
Manufactured Truth


Discard

Traffic Director
Arrest
Reputable Newsman
Free Speech
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
TD hits Vandy
Oni trades with Vandy
Quince - ($3)
Brave Knight - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail :heart: 3
  • Quince 1/3, lvl 1
  • Mirror 0/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Game 1, Player 2, Turn 3

Map: Fury Road (Limit 1 Patroller)
P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Graveyard
Jandra, the Negator
Sickness
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Dark Pact, Shadow Blade
Sickness, Dark Pact
[/details]


###Main:

  • Orpal (5)
  • Sickness, Quince gets weak and Mirror pops (3)
  • Sacrifice the Weak, BK and Jav die (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Deteriorate
Thieving Imp
Dark Pact
[/details]

[details=End of Turn Discard]
Dark Pact
Skeleton Javelineer
Shadow Blade
Sickness
Sacrifice the Weak
Graveyard
[/details]

[details=My Thoughts]
I’m thinking that next turn, I’ll be maxing Orpal + building a hero’s hall, that or building tech 2. Since Quince is gimped, I imagine I can ride to victory off of Heroes without too much fear of Free Speech, though I imagine he teched it. But this keeps his threat lowest, and gives me a potential chance to go for Death and Decay on the turn. We’ll see how it plays out
[/details]

Hmmm, well that probably knocked me out, and I know exactly how I should have played that turn differently now :stuck_out_tongue:

P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Overeager Cadet


STARTING HAND
Boot Camp
Lawful Search
Manufactured Truth
Spectral Aven


WORKERS
Porkhand Magistrate
Building Inspector
Bluecoat Musketeer
Spectral Aven


NextHand

Flagstone Garrison
Boot Camp
Traffic Director
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Peace - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Quince 0/2+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail :heart: 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

Game 1, Player 2, Turn 4

Map: Fury Road (Limit 1 Patroller)
P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Thieving Imp
Dark Pact
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Abomination x2
Dark Pact, Shadow Blade
Sickness, Dark Pact
[/details]


###Main:

  • Tech 2 Disease (4)
  • Worker (3)

[details=Workers]
Deteriorate, Jandra, the Negator, Poisonblade Rogue, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 3
  • Workers: 9

[details=End of Turn Hand]
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Abomination
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I really want to land an Abom against the Peace machine, so tech 2 of them and don’t worker the Dark Pact, might need to dig for cards to break the thing out of jail. Hopefully, we can transition to death and decay…

Well good draw to get Abom + Another unit at least
[/details]

P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Traffic Director
Boot Camp
Overeager Cadet
Overeager Cadet
Flagstone Garrison
Lawful Search
Reputable Newsman
Manufactured Truth
Brave Knight


WORKERS
Porkhand Magistrate
Building Inspector
Bluecoat Musketeer
Spectral Aven
Manufactured Truth


NextHand

Drill Sergeant
Boot Camp
Free Speech
Arrest
Lawful Search


Tech 2 card(s)
Get Paid + float - ($10)
Flagstone Garrison - ($7)
Overeager Cadet
Overeager Cadet
Traffic Director - ($6)
Reputable Newsman, Baring 2 - ($4)
Brave Knight - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Quince 0/2+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail :heart: 3
  • Flagstone Garrison
  • Traffic Director
  • Overeager Cadet
  • Overeager Cadet
  • Reputable Newsman, Baring 2
  • Brave Knight
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 1
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

This isn’t good…

Game 1, Player 2, Turn 5

Map: Fury Road (Limit 1 Patroller)
P1 Blue vs P2 Black

[details=Starting Hand]
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Abomination
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+3float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Death and Decay, Cursed Ghoul
Abomination x2
Dark Pact, Shadow Blade
Sickness, Dark Pact
[/details]


###Main:

  • Vandy (10)
  • Abomination, breaks Pestering Haunt from Jail (4)
  • Thieving Imp, breaks Abom out, TD and Haunt die (1)

[details=Workers]
Deteriorate, Jandra, the Negator, Poisonblade Rogue, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE

####In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (2/3 lvl 1)
  • Abomination (6/6)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Dark Pact
Dark Pact
Graveyard
[/details]

[details=End of Turn Discard]
Pestering Haunt
Death and Decay
Cursed Ghoul
Sacrifice the Weak
[/details]

[details=My Thoughts]
Likely I’m going to get wrecked here, but I don’t really have much choice. I could throw Garth in front as the sacrificial lamb but I want Vandy to strike back with.
[/details]

yea, probably gg…

P1T6


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HAND
Free Speech
Arrest
Boot Camp
Lawful Search
Drill Sergeant
Drill Sergeant
Spectral Hound
Spectral Hound
Overeager Cadet
Overeager Cadet
Traffic Director


WORKERS
Porkhand Magistrate
Building Inspector
Bluecoat Musketeer
Spectral Aven
Manufactured Truth
Arrest


NextHand

Free Speech
Boot Camp
Lawful Search


Tech 2 card(s)
Get Paid - ($9)
Brave Knight hits Orpal for 2
Both Overeager cadets trade with Orpal , quince to lvl 3
Drill Sergeant - ($6)
DS #2, +1 Rune, reshuffle and draw - ($3)
Spectral Hound, +2 Runes - ($2)
Overeager Cadet, +2 Runes
Overeager Cadet, +2 Runes
Spectral Hound, +2 Runes - ($1)
Move 7 runes to Reputable Newsman, very sharp words kill Abomination
Traffic Director, +2 Runes, can’t draw any more, leave the runes on DS - ($0)
Clear -1 from Brave Knight
Runes as shown

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Quince 0/3+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail :heart: 3
  • Flagstone Garrison
  • Brave Knight 3/3
  • Reputable Newsman, Baring 2, 9/6, +7 Runes
  • Drill Sergeant 5/5, +2 Rune
  • Drill Sergeant 4/4, +1 Rune
  • Spectral Hound
  • Overeager Cadet
  • Overeager Cadet
  • Spectral Hound
  • Traffic Director
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 0
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Definitely GG, jail too stronk :grin:

Heh, Yea I figured if you were forced to patrol one thing, you would want big things, so of course jail to slow that down.

Shall we see how badly I get stomped as player 2?

I’m game for that or moving on to another map, but either way it won’t be until later today or tomorrow

Id like to see what happens as player 2. There’s no rush.

I know I’m late to this - but isn’t the main affect of being allowed only one patroller that Rook goes from being really good to being probably the best hero in the game?

That doesn’t really effect the blue black matchup. Also, anarchy is quite strong, even moreso Past is VERY strong, as anything you patrol can be vanished away. The main thing this map does is make it so having a broad field of attackers or defenders doesnt necessarily protect the key pieces of your strategy. There is only 1 sacrifical lamb, and then I can attack your tech 2, or the maxband vandy, etc.

1 Like

An interesting way to play with maps is the Starcraft way: create a map pool of say 7 maps, then randomize who goes P1 first - and let the other one choose the two first maps, going back to the first player choosing 3 maps, going back to P2 choosing the last 2 maps. Then you play a best of 7. That’s where I hope Codex can go towards, with a changing map pool etc. (Lost Temple sounds bonkers and not at all the same game).

Personally, I haven’t even began to understand mono-color matches, let alone multicolor. So I don’t feel the need to play with maps, but I am fascinated by the way they change the game.

Lost temple I think has very little interplay, and generally just comes down to what tech 3 you have in your codex. I suspect that one favors blue actually.

2 Likes