You’re right, I couldn’t remember what the clarification was there. Sorry @TheKonamiCode, no card draw for you
Finally got what I need for Peace shenanigans, but I fear it’s too late.
"P1T8
StartingHand Workers
STARTING HAND
Arrest
Injunction
Flagstone Garrison
Manufactured Truth
Spectral Aven (2/1 Flying Illusion)
WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director
Jail
Building Inspector
Spectral Aven (2/1 Flying Illusion)
NextHand
Boot Camp
Overeager Cadet (2/2+1A)
Air Hammer
Injunction
Patriot Gryphon
Discard
Arrest
Manufactured Truth
Injunction
Tech 0 card(s)
Get Paid + float - ($10)
Bigby exhuasts to draw a card
Flagstone Garrison - ($7)
Brave Knight (Garrison card draw, DS gains rune) - ($4)
Brave Knight (Garrison card draw, DS gains rune) - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Brave Knight (3/3+1A Readiness)
- Elite: Brave Knight (3+1/3 Readiness)
- Scavenger:
- Technician: Drill Sergeant #2 (6+1/6 3 rune)
- Lookout: Bigby Lv. 5 (3/4 Stash)
In Play:
- Quince Lv. 1 (1/3)
- Flagstone Garrison (4 hp)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 3
Gold:
- Gold: 0
- Workers: 10
Thoughts
"
I don’t think you can have both of these things. So which shall it be
Assuming you needed the bigby draw for the Garrison, I’m guessing he’ll end up in backline.
But how I do my turn kind of depends on whether Quince is patrolling in Bigby’s place, or whether Quince is in backline.
Let me know how it gets fixed, I have either way worked out so I’ll be able to reply as soon as I see it!
Here are the two variations
Game 2 Player 2, Turn 8
Starting Hand
Doubling Barbarbarian
Oathkeeper of Kor Mountain
Bird’s Nest
Snapback + Training Grounds (sets max)
Events of Turn:
Upkeep:
- Get Gold (10)
- Monk heals sets for 1
- No techs
All Teched Cards
Training Grounds, Fox’s Den Students
Training Grounds, Oathkeeper of Kor Mountain
Young Lightning Dragon, Fox’s Den Students
Doubling Barbarbarian, Entangling Vines
Doubling Barbarbarian, Sparring Partner
Sparring Partner, Bird’s Nest
Main:
- Training Grounds (9)
- Grave to level 5 (5)
- Young Lightning Dragon pumps 1atk, breaks your tower, your base to 18 (4)
- Grave kills BK and survives on 1hp, SQL BK back to your hand, sparkshots elite BK
- Aged Sensei buffs Bird, it kills elite BK back to your hand
If Quince is not Patrolling
- Maxband Grave, he hucks his sword at DS, you draw 1 (2)
- Sets kills Bigby, levels fizzle
- Sparring Partner and 3 ninjas break your tech 1, your base to 16
- Worker (1)
If Quince is Patrolling
- Sets kills Quince, Grave Maxbands
-
- Grave hucks his sword at DS, you draw 1
- Savior Monk and 3 ninjas break your tech 1, your base to 16
- Doubling Barbarbarian (1)
- Sparring Partner buffs Barb
- Worker (0)
Workers
Bird’s Nest, Safe Attacking, Fox Viper, Smoker, Fox Primus, Morningstar Flagbearer
- Patrol as below
- Discard 2/3 Draw 4/5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
- Tech Lab HP: 4 DISCIPLINE
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Savior Monk (2/2) / Doubling Barbarbarian (5/9)
In Play:
- Setsuki (4/4 lvl 6)
- Grave (5/5 lvl 7 no sword)
- Young Lightning Dragon (3/2)
- Big Bird (1/1)
- Sparring Partner (2/2)
- Savior Monk (if Quince patrolled, 2/2)
- Aged Sensei (1/1)
- 3x Ninja (1/1)
- Training Grounds
Economy Info:
Cards:
- Hand: 4/5
- Deck: 4/3
- Disc: 2/3
Gold:
- Gold: 0/1
- Workers: 11
End of Turn Hand
Doubling Barbarbarian
Sensei’s Advice
Entangling Vines
Fox’s Den Students
(Training Grounds)
End of Turn Discard
Snapback
Oathkeeper of Kor Mountain
(Doubling Barbarbarian)
My Thoughts
Think this is gg