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
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
-
Patrol as below
- Discard 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite: Bloodrage Ogre (3+1/2)
-
Scavenger:
-
Technician: Bombaster (2/2)
-
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:
-
Squad Leader: Rook, lvl 1, (2/4+A)
-
Elite:
-
Scavenger:
-
Technician: Grave, lvl 3, (3/2)
-
Lookout:
In Play:
- Bird’s Nest
- Bird (1/1)
- Bird (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
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
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
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Gunpoint Taxman (3/3)
-
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.
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:
-
Squad Leader:
-
Elite: Sparring Partner (3/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Bird (1/1)
- Bird (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
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
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
-
Patrol as below
- Discard 0 Draw 1 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
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
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:
-
Squad Leader: Rook, lvl 8, (4/6+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Bird (1/1)
- Bird (1/1)
Buildings:
-
Base HP: 16
-
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
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
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader: Mad Man (1/1+1armor)
-
Elite:
-
Scavenger: Jaina (2/3 lvl 1)
-
Technician: Gunpoint Taxman (3/3)
-
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:
-
Squad Leader: Rook, lvl 8, (4/6+A)
-
Elite:
-
Scavenger: Grave, lvl 1, (2/3)
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
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?
woops! yep birds will be a small price to pay for the tech break.
Game 2 Player 2, Turn 6
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
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: DOWN ANARCHY
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
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!
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:
-
Squad Leader: Sets, lvl 3, (1/3+A)
-
Elite:
-
Scavenger:
-
Technician: Sparring Partner (2/2)
-
Lookout:
In Play:
- Safe Attacking
- Glorious Ninja (4/3)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 2 (Ninjutsu)
-
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
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
-
Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3+1armor)
-
Elite:
-
Scavenger: Drakk (1/3 lvl 1)
-
Technician:
-
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…
dah! im going too fast at this point! ill roll back and redo.
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:
-
Squad Leader: Grave, lvl 3, (3/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Sets, lvl 6, (3/4)
- Glorious Ninja (4/3)
Buildings:
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
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!