[MMM1] WARM-UP: Red (FrozenStorm) vs White (CodexNewb)

Hey no worries. I was just curious. If it was a mistake, that’s cool. I thought there might be a secret ulterior motive I missed

Only other thing I can think of is there might be some benefit to making sure you lose both twins the same turn to ensure one stays in your discard.

I too was a little curious why the Twins didn’t live, but I was pretty donezo either way lol

Game 2 Player 2, Turn 2

P2 Red vs P1 White

Starting Hand

Charge
Bloodrage Ogre
Nautical Dog
Bombaster
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (6+2float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Surprise Attack, Gunpoint Taxman


Main:

  • Zane, kill sql (7)
  • Bloodrage Ogre (5)
  • Bombaster (3)
  • Mad Man, trade with Sensei (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Nautical Dog, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bloodrage Ogre (3+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Zane (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Scorch
Makeshift Rambaster
Gunpoint Taxman

End of Turn Discard
My Thoughts

Okay, hoping to make this work out! Dumping a bunch of stuff and teching Sharks means I can trade back well, hopefully


yeah…safe attacking covers a multitude of mistakes i suppose.

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Hidden Ninja
Glorious Ninja


STARTING HAND
Morningstar Flagbearer
Fox Viper
Bird’s Nest
Grappling Hook
Sensei’s Advice


WORKERS
Savior Monk
Fox Primus
Fox Viper


NextHand

Grappling Hook
Snapback
Sparring Partner
Safe Attacking


Tech 2 card(s)
Get Paid - ($6)
scav gold - ($7)
Worker - ($6)
rook - ($4)
birds nest - ($2)
grappling hook bombaster to sql
mid grave, readily kill bombaster, sparkshot brogre - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave, lvl 3, (3/2)
  • :target: Lookout:

In Play:

  • Bird’s Nest
  • Bird (1/1)
  • Bird (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

going a different route this game. not sure about it though. but what the hek, it’s a warm up.

let’s grapple the bombaster to sql to minimize chances i draw a teched carrd next hand.

Game 2 Player 2, Turn 3

P2 Red vs P1 White

Starting Hand

Scorch
Makeshift Rambaster
Gunpoint Taxman
Pillage

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Kidnapping, Gunpoint Taxman
Surprise Attack, Gunpoint Taxman


Main:

  • Scorch Grave, you draw 1, Zane to level 3 (4)
  • Zane to level 4, he and Brogre kill Rook, Zane maxband whiffs (3)
  • Gunpoint Taxman (1)
  • Worker (0)
Workers

Pillage, Nautical Dog, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Careless Musketeer
Mad Man
Surprise Attack

End of Turn Discard

Bloodrage Ogre
Bombaster
Gunpoint Taxman
Kidnapping
Scorch
Makeshift Rambaster

My Thoughts

This trades well, despite giving up my Zane maxband kinda free. Taxman is the perfect anti-bird too so all works out in the end. Next turn Sharks and try to mess stuff up, guess we’ll see how that goes.


[b]P1T4[/b]
Tech StartingHand Workers

TECH
Reversal
Glorious Ninja


STARTING HAND
Snapback
Safe Attacking
Sparring Partner
Grappling Hook
Morningstar Flagbearer


WORKERS
Savior Monk
Fox Primus
Fox Viper
Morningstar Flagbearer


NextHand

Aged Sensei (1/1)
Sensei’s Advice
Hidden Ninja
Glorious Ninja


Discard

Bird’s Nest
Snapback
Grappling Hook
Reversal
Glorious Ninja


Tech 2 card(s)
Get Paid - ($7)
tech draw, discard birds nest
Worker - ($6)
sparring partner - ($5)
safe attacking - ($4)
tech 2 ninjitsu - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Sparring Partner (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Bird (1/1)
  • Bird (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

uh oh…

Game 2 Player 2, Turn 4

P2 Red vs P1 White

Starting Hand

Scorch
Makeshift Rambaster
Gunpoint Taxman
Pillage

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship x2
Kidnapping, Gunpoint Taxman
Surprise Attack, Gunpoint Taxman


Main:

  • Surprise Attack (3)
  • Shark kills SP
  • Mad Man, it and Zane break tech2, your base to 18 (2)
  • Shark and GPT break your tech2, your base to 16
  • Worker (1)
Workers

Careless Musketeer, Pillage, Nautical Dog, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 1 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)
  • Gunpoint Taxman (3/3)
  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Charge
Pirate Gunship

End of Turn Discard
My Thoughts

If I double break here I can defo win a gunship rush right? I think so. Let’s go


gross…i accidentally moved a worker when i meant to skip worker. rolled back and i think all the discard/draw are good to go now. lmk if you see a mistake.

should have 8 workers
discard 3, draw 1, reshuffle, draw 4

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Aged Sensei (1/1)
Sensei’s Advice
Glorious Ninja
Hidden Ninja


WORKERS
Savior Monk
Fox Primus
Fox Viper
Morningstar Flagbearer


NextHand

Snapback
Birds Nest
Grappling Hook
Smoker
Earthquake


Tech 2 card(s)
Get Paid - ($8)
rebuild tech 1, base to 16
rook - ($6)
sensei’s advise birds, kill zane, rook to lvl 3 - ($5)
max rook - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 8, (4/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Bird (1/1)
  • Bird (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well, i know it was an option. at least i have HH?

max rook for now, with double earthquake incoming.

Man I was like “well not enough gold to max Rook, so I’m safe here!”

Dumb lol…

Game 2 Player 2, Turn 5

P2 Red vs P1 White

Starting Hand

Charge
Pirate Gunship

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Gunpoint Taxman
Surprise Attack, Gunpoint Taxman


Main:

  • Tech 2 Anarchy (6)
  • Jaina (4)
  • Worker (3)
Workers

Careless Musketeer, Pillage, Nautical Dog, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Jaina (2/3 lvl 1)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Makeshift Rambaster
Surprise Attack
Kidnapping

End of Turn Discard
My Thoughts

Whelp, fingers crossed no earthquake…


well, i had the same idea…and fortunately it worked out.

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Fox’s Den School
Martial Mastery


STARTING HAND
Smoker
Grappling Hook
Earthquake
Earthquake
Earthquake
Grappling Hook
Snapback
Bird’s Nest


WORKERS
Savior Monk
Fox Primus
Fox Viper
Morningstar Flagbearer
T6 - Smoker


NextHand

Aged Sensei (1/1)
Hidden Ninja
Glorious Ninja
Sparring Partner (3/2)
Glorious Ninja


Discard

Earthquake
Grappling Hook
Bird’s Nest
Snapback
Fox’s Den School
Martial Mastery


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
rebuild tech 2, base at 16
birds ping tech I and II, die to taxman
earthquake, break tech buildings and your base to 15 - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 8, (4/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Grave, lvl 1, (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

wow, can’t believe this worked out so well. ill take it and see what we can do next.

Birds die to GPT for that, same choice tho I imagine?

1 Like

woops! yep birds will be a small price to pay for the tech break.

1 Like

Game 2 Player 2, Turn 6

P2 Red vs P1 White

Starting Hand

Makeshift Rambaster
Surprise Attack
Kidnapping

Events of Turn:


Upkeep:

  • Get Gold (10+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Gunpoint Taxman
Surprise Attack, Gunpoint Taxman


Main:

  • Jaina suicides into Rook, grave midbands
  • Zane + maxband, shove Rook to lookout (6)
  • Surprise Attack, sharks arrive (1)
  • Zane kills Grave, takes 3, we both get 1g
  • Mad Man and Shark take Rook’s first life, Shark and GPT take his second life, I steal the scav gold w/ GPT (2)
  • Makeshift Rambaster, hits your tech2 to 2hp (0)
Workers

Careless Musketeer, Pillage, Nautical Dog, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: DOWN ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/1 lvl 6)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Bombaster
Scorch
Gunpoint Taxman

End of Turn Discard
My Thoughts

Bad luck… not really, there was really good odds of that. Welp, let’s hope econ advantage prevails!


[b]P1T7[/b]
Tech StartingHand Workers

TECH
Martial Mastery
Porcupine


STARTING HAND
Hidden Ninja
Aged Sensei (1/1)
Glorious Ninja
Sparring Partner (3/2)
Glorious Ninja


WORKERS
Savior Monk
Fox Primus
Fox Viper
Morningstar Flagbearer
T6 - Smoker
Aged Sensei (1/1)


NextHand

Reversal
Martial Mastery
Sensei’s Advice
Earthquake


Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
taxed at gunpoint - ($9)
worker - ($8)
setsuki - ($6)
glorious ninja, kills zane, sets to lvl 3 - ($1)
sparring partner - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sets, lvl 3, (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Glorious Ninja (4/3)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

wow, nice counter-punch. i think i just need to stay the course here. if he’s going to kill sets, it will be with a charge/unit combo or max drak and whiff the levels. sparring partner is more important to keep alive than sets at this point.

This has been a wild game…

Game 2 Player 2, Turn 7

P2 Red vs P1 White

Starting Hand

Bombaster
Scorch
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (10+3float)
  • Tech 1 card
All Teched Cards

Flame Arrow
Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Gunpoint Taxman
Surprise Attack, Gunpoint Taxman


Main:

  • Drakk (8)
  • Bombaster + det, kill SP, you draw 1 (5)
  • Scorch tech 2, your base to 14 (2)
  • Gunpoint Taxman (0)
Workers

Careless Musketeer, Pillage, Nautical Dog, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Pirate Gunship
Bloodrage Ogre

End of Turn Discard
My Thoughts

I hope this works!


uhh, you can’t lay ninja 2 without a tech 2…

1 Like

dah! im going too fast at this point! ill roll back and redo.

1 Like

alright, i think i fixed it. sorry about that.

[b]P1T8[/b]
StartingHand Workers

STARTING HAND
Bird’s Nest
Fox’s Den School
Hidden Ninja
Porcupine
Martial Mastery


WORKERS
Savior Monk
Fox Primus
Fox Viper
Morningstar Flagbearer
T6 - Smoker
Aged Sensei (1/1)


NextHand

Fox’s Den School
Porcupine
Bird’s Nest
Hidden Ninja
Earthquake


Discard

Reversal
Sensei’s Advice
Glorious Ninja #2 (4/3)
Martial Mastery
Earthquake


Tech 0 card(s)
Get Paid - ($10)
tech draw
rebuild tech 2, base to 14
grave - ($8)
reversal taxman, armor and 2 damage, disabled - ($5)
max sets, swift strike kills drak, my base to 13, grave to lvl 3, you get a gold - ($2)
sensei’s advise my ninja, breaks tech 2, your base to 13 (pretty sure earthquake took you to 15 back a few turns ago) - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 3, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Sets, lvl 6, (3/4)
  • Glorious Ninja (4/3)

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

ugh, this is a heavy game. note to self, ninjitsu is too slow.

you would think so but common mistake; you deal 4 to damaged buildings (which kills the tech buildings and damages the base), THEN one to UNdamaged buildings (which base no longer is). So base only takes the tech down damage

I think I’ll tap out here, just not getting to Gunship like I thought I would. Can probably stall a bit and maybe make a base race play but too unlikely to work out to try I think. GG WP!

I’ll start another one tomorrow, gotta focus on work a bit

ahhhh, so that’s how it works. thanks for clarifying.

sounds good!