STARTING HAND
Ember Sparks
Bloodlust
Lobber
Crash Bomber
WORKERS
Bloodburn
Pillage
Careless Musketeer
Mad Man
NextHand
War Drums
Crash Bomber
Scorch
Lobber
Tech 2 card(s)
Get Paid + float - ($9)
Lobber, exhaust to deal 1 to your base - ($8)
Crash Bomber - ($7)
Tech 2 (Blood) - ($3)
Float ($3)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Gunpoint Taxman (3/1)
Lookout: Crash Bomber (2/2)
In Play:
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Lobber (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 3
Workers: 8
Thoughts
Good bet by Frozen with the Newsman, prolongs this game for another turn. Let’s see if he draws an Injunction to prolong it even more.
My deck is obviously bloated, but I’m trying to strike some balance between spells, tech 1’s and tech 2’s.
It would be worth having definitive weigh-in whether attacking your own units is allowed or not from the rulebook or @sharpobject / @Leontes / @Sirlin / other staff, though!
Yeah, someone on the rules thread quoted this from the rulebook, which seems pretty unambiguous: “To attack, exhaust your attacker (turn it sideways) and say what it attacks. Your attacker can attack anything of your opponent’s that has hit points: any unit, hero, or building.”
Anyway, GG WP! Let’s keep this rolling.
P1T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Bloodburn
Scorch
Bombaster
Careless Musketeer
WORKERS
Scorch
NextHand
Makeshift Rambaster
Charge
Pillage
Nautical Dog
Mad Man
That passage on attacking actually seems confusing about SQL and patrollers, though. It says if a unit CAN attack SQL, it MUST. But that isn’t true of flying/stealth units attacking a ground/non-detector-backed unit, yea? Same with an anti-air ground unit passing under a flying SQL?
Bloodburn from him feels like kind of a gift. Probably won’t be focusing illusions but my other units should now be pretty effective. Flooding the board for some big pressure. I’d really like to find a way to play jail this game, but not sure how it fits in…
Well yeah, but you could say that flying/stealth/unstoppable are explicit exceptions to a general rule. So when two rules seem inconsistent, the more specific one overrides the general one, something like that.
P1T2
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Makeshift Rambaster
Charge
Pillage
Mad Man
Nautical Dog
WORKERS
Scorch
Pillage
NextHand
Lobber
Lobber
Charge
Bombaster
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1, paying Inspector tax - ($2)
Nautical Dog - ($1)
Mad Man - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog (1/1)
Technician: Mad Man (1/1)
Lookout:
In Play:
Bloodburn
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
…am I already regretting Bloodburn? Nah, let’s give it a chance. Not having to worry about Aven is nice. Lets me tech double Lobbers in peace.
Manufactured Truth
Lawful Search
Reputable Newsman
Spectral Aven
Arrest
End of Turn Discard
My Thoughts
Ugh man, his options just seem way too strong! I think I want a tower, and Scribe + Cadet feel like good pairings with that. End goal of Peace engine? Idk…
…
OMG second straight game I whiff? this is rough, dude…
Careless Musketeer
Nautical Dog
Bloodrage Ogre
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($6)
Scav gold - ($7)
Worker - ($6)
Drakk, to midband - ($1)
Mad Man trades with Director, Bloodburn to 3
Exhaust Bloodburn to kill Inspector, you draw, Bloodburn to 2
Lobber, trades with Oni, Drakk to maxband, Bloodburn to 3 - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn, 3 runes
Drakk lvl 6 (3/4)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Frozen is way up in cards, so if he teched a Cadet or two I might be in trouble. Injunction might be a bigger probelm, though - it’ll leave me with little to put gold into next turn. Hmm, let’s hope he wasn’t expecting to lose Oni so soon…
Arright no total bottom-decking this time! Hopefully now I have what I need to really pull ahead. Grabbing Garrison and the other OC, either I draw the Garrison & use Bigby to stash, or it’s waiting nicely in the deck for me.
…
Lol I drew it, okay then guess Bigby will join the party next turn. At least Jail is going to really slow down his progress!
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Surprise Attack
Ember Sparks
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Blood) - ($2)
Bloodburn pings your tower
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Drakk lvl 6 (3/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn, 1 rune
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 2
Workers: 8
Thoughts
Hmm, Jail is a good play when I’m down on cards. I can break it by emptying my hand, but I’d rather just tech up.
I guess I might lose Drakk to some kind of MTruth play, but then Frozen would have to delay his own tech 2, and I’ll have a Crashbarrow in hand and plenty of gold to punish him with.
Teching big impact spells to complement my cheap units.
Building Inspector
Manufactured Truth
Traffic Director
Flagstone Garrison
End of Turn Discard
Drill Sergeant
Free Speech
Arrest
My Thoughts
Max protection, as long as the jail and tech 2 survive we can get in business! I’d give it 50/50 chance he pretech-ed 1 or 2 barrows, so gotta flood patrol to ensure survival as best as possible.
Tech 2 card(s)
Get Paid + float - ($10)
Skip worker
Crashbarrow to Jail - ($7)
Lobber to Jail, Crashbarrow out - ($6)
Zane - ($4)
Crashbarrow trades with SQL and overpowers to kill Bigby, you get 1 gold, Zane to lvl 3, Bloodburn to 3
Zane to midband, kills Newsman, Bloodburn to 4 - ($3)
Exhaust Bloodburn to ping technician
Zane to maxband, shoves technician to die in scav, we both get 1 gold, Bloodburn to 3 - ($2)
Lobber #2 to Jail, Lobber #1 out - ($1)
Lobber #1 trades with Scribe, Bloodburn to 4
Mad Man to Jail, Lobber #2 out - ($0)
Drakk and Lobber break tech 2, your base to 18
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn, 4 runes
Drakk lvl 6 (3/3)
Zane lvl 6 (4/4)
Lobber (2/1)
Mad Man, in Jail
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
And there are the Cadets, right on cue… I can clear the patrol and get either the tower or the Jail with Drakk. Or, I can skip a worker and break the tech 2…
That stashed card is probably a Garrison. Without the tech 2, and if I deny him the technician draw, Frozen’s cycle might be shot to hell. I’ll be going way down on cards, but at least I know I’m drawing into another Crashbarrow. If I have nothing else to put gold into, I’ll build a Surplus. Let’s do it!
Flagstone Garrison
Tax Collector
Building Inspector
Scribe
End of Turn Discard
My Thoughts
Ugh, he still got through?? This is really rough!
Hopefully Oni can keep him out, though if he has another Barrow he’s got enough to break it again. So better bring in another Garrison to maximize chances of having it when I need it, and a tax collector to block and maybe take the wind out of his sails?
Tech 2 card(s)
Get Paid - ($8)
Exhaust Bloodburn to kill elite
Crashbarrow to Jail, Mad Man out - ($5)
Mad Man trades with SQL
Lobber #2 to Jail, Crashbarrow out - ($4)
Crashbarrow trades with Oni, overpowers to kill lookout, you draw
Zane kills scav, we both get 1 gold - ($5)
Drakk breaks tower, your base to 16
Makeshift Rambaster to Jail, Lobber #2 out - ($3)
Lobbers break tech 2, your base to 14
Float ($3)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn, 4 runes
Drakk lvl 6 (3/2)
Zane lvl 6 (4/2)
Lobber #1 (2/1)
Lobber #2 (2/2)
Makeshift Rambaster, in Jail
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 2
Deck: 6
Disc: 4
Gold:
Gold: 3
Workers: 8
Thoughts
I’m starting to run out of steam here… Do I break tech 1, tech 2, or maybe go straight for base damage? I can bring it down to 7 HP, but I only have Ember Sparks in the deck for direct damage (and Bloodburn, of course).
The question is, can I survive the Peace engine going full throttle, long enough to tickle down that last 7 HP? With Newsman and Free Speech thrown in the mix, I don’t like my odds.
I’ll go for the tech 2, but I’ll break the tower first to ensure my Lobbers survive. Then I can either trade them next turn or start pinging the base. Probably trade.
…
Would you look at that next hand! About the best I could’ve hoped for.
Okay, this time I think I really have him stumped. Without desperation, war drums, surprise attack, Zane or Drakk midband, I think I am 100% safe if I can block with enough. Grabbing another Scribe and Drill Sergeant. I probably lose Quince here but that’s fine, I should be able to get the ball rolling enough to make that not matter.
Tech 2 card(s)
Get Paid + float - ($11)
Tax - ($10)
Exhaust Bloodburn and both Lobbers to break Jail, Rambaster to discard
Zane trades with Scribe, Quince to maxband
Jaina - ($8)
Crashbarrow, trades with Quince and overpowers 1 to Taxman, Jaina to lvl 3 - ($5)
Surplus - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Drakk lvl 6 (3/2A)
Elite:
Scavenger:
Technician: Jaina lvl 3 (2/3)
Lookout:
In Play:
Bloodburn, 4 runes
Lobber #1 (2/1)
Lobber #2 (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Surplus HP: 4
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 9
Gold:
Gold: 0
Workers: 8
Thoughts
Now that’s a really well-timed Free Speech. Not only does it prevent my Desperation, it also keeps me from drawing with Zane’s midband, and reduces the effectiveness of my trades with Drakk’s midband. In short, I think I’m screwed
…maybe I got lucky and both Garrisons are already in Frozen’s discard?
Grabbing a flagbearer to taunt the bloodburn and get some extra low-cost units, hopefully I’ll get a DS before I run out of money
…
Woo first card off the discard! That means Drakk’s goin down and it’ll just be Jaina. Probably means I wanna use Newsie for 3-cost, and I should be pretty free and clear!
…
Yea turned out a solid patrol, a Barrow will hurt but overall good defenses for next turn I think!