My Bad! It’s trading w/ your other spartner, I just forgot to write that part down lol
StartingHand Workers
STARTING HAND
Bird’s Nest
Hidden Ninja
Aged Sensei
Fuzz Cuddles
Entangling Vines
Reversal
Fox’s Den Students
Sensei’s Advice
Sparring Partner (2/2)
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper
NextHand
Reversal
Sparring Partner (2/2)
Snapback
Grappling Hook
Fox’s Den Students
Discard
Hidden Ninja
Fox’s Den Students
Entangling Vines
Sensei’s Advice
Reversal
Aged Sensei (1/1+A)
Bird’s Nest
Tech 0 card(s)
Get Paid + float - ($11)
tech draw
upkeep, Sets maxband, reshuffle, draw 2
hidden ninja, stealth Sets, draw 1 - ($9)
fox’s den students, summon 4 stealth/haste ninja tokens - ($5)
2 ninja’s break tech 2, your base to 16
sets and 2 ninja’s break tech 3, your base to 14
sparring partner - ($4)
rook - ($2)
fuzz cuddles - ($0)
Float ($0)
Discard 5, draw 5
Board Info:
In Patrol:
-
Squad Leader: Sparring Partner (2/2)
-
Elite:
-
Scavenger: Rook, lvl 1, (2/4)
-
Technician: Fuzz Cuddles (2/3)
-
Lookout:
In Play:
- Safe Attacking
- Sets, lvl 6, (3/4)
- Ninja (1/1)
- Ninja (1/1)
- Ninja (1/1)
- Ninja (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
Thoughts
well, i cant believe it…it worked out. now can i finish it?
It’s gotten tighter!
Game 9 Player 1, Turn 8
Starting Hand
Pirate Gunship
Nautical Dog
Marauder
Pirate Gunship
Events of Turn:
Upkeep:
- Get Gold (10)
- no techs
All Teched Cards
Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Maxband Drakk, kill SQL (7)
- Nautical Dog, hasted, trades with Fuzz, you draw 1 (6)
- Crash Bomber trades with Rook, you get 1g
- Steam Tank trades with Sets, paying backline tax (5)
- Hero’s Hall (3)
Workers
Bloodrage Ogre, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: down
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drakk (3/2 lvl 6)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 6
Gold:
- Gold: 3
- Workers: 10
End of Turn Hand
Steam Tank
Kidnapping
Surprise Attack
Gunpoint Taxman
Marauder
End of Turn Discard
My Thoughts
Hidden Ninja, I guess that gets it done too. Woof. Okay, gotta kill Sets, and hope I can recover
StartingHand Workers
STARTING HAND
Sparring Partner (2/2)
Snapback
Grappling Hook
Fox’s Den Students
Reversal
Entangling Vines
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper
NextHand
Fuzz Cuddles (2/3)
Hidden Ninja
Fox’s Den Students
Bird’s Nest
Reversal
Discard
Snapback
Entangling Vines
Grappling Hook
Reversal
Fox’s Den Students
Tech 0 card(s)
Get Paid - ($10)
scav gold, tech draw
grave - ($8)
snapback drak for zane - ($5)
sparring partner - ($4)
tech 2 ninjitsu - ($0)
2 ninja’s trade with zane, grave to lvl 3
ninja pings hero’s hall
ninja pings tech 2
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 3, (3/4+A)
-
Elite:
-
Scavenger: Sparring Partner (2/2+A)
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Ninja (1/1)
- Ninja (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 ninjitsu
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
ugh, so close…
wait is it t2 strength or ninja?
sorry, tech 2 ninjitsu. i must have mis-clicked.
Maybe gonna come down to draws?
Game 9 Player 1, Turn 9
Starting Hand
Steam Tank
Kidnapping
Surprise Attack
Gunpoint Taxman
Marauder
Events of Turn:
Upkeep:
- Get Gold (10+3float)
- no techs
All Teched Cards
Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Break HH, build Tower (10)
- Steam Tank (7)
- Marauder (4)
- Gunpoint Taxman (2)
Workers
Bloodrage Ogre, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 4 ANARCHY
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Marauder (4/3+1armor)
-
Elite: Gunpoint Taxman (3+1/3)
-
Scavenger:
-
Technician:
-
Lookout: Steam Tank (3/6)
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 2
- Workers: 10
End of Turn Hand
Makeshift Rambaster
Bombaster
Charge
Pirate Gunship
End of Turn Discard
My Thoughts
Mmk, get the tech 3 back up, hope the tower stops further damage
ill be happy if it comes down to draws. makes me feel like white P2 at least has a chance here.
[b]P2T9[/b]Tech StartingHand Workers
TECH
True Power of Storms
True Power of Storms
STARTING HAND
Hidden Ninja
Bird’s Nest
Reversal
Fox’s Den Students
Fuzz Cuddles (2/3)
Sensei’s Advice
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper
NextHand
Fox’s Den Students
Sparring Partner (2/2)
Sensei’s Advice
Aged Sensei (1/1+A)
Hidden Ninja
Tech 2 card(s)
Get Paid - ($10)
sets - ($8)
hidden ninja grave and ninja, draw 1 - ($6)
sensei’s advise ninja’s, trade with marauder, trigger tower - ($5)
spartner runes grave
max grave, maintains stealth from hidden ninja, breaks tech 3, your base to 10 - ($1)
tap grave, sword rune steamtank (pay resist) - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Sets, lvl 1, (1/3)
-
Lookout:
In Play:
- Safe Attacking
- Grave, lvl 7, (5/6)+
- Sparring Partner (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
I’m respecting the TPoS here, bring the ninjaz
Game 9 Player 1, Turn 10
Starting Hand
Makeshift Rambaster
Bombaster
Charge
Pirate Gunship
Events of Turn:
Upkeep:
- Get Gold (10+2float)
- no techs
All Teched Cards
Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Zane + Midband (7)
- Drakk (5)
- Zane kills Sets, we both draw 1, Drakk to lvl 3
- Mid Drakk (4)
- Makeshift Rambaster, it and GPT trade with Grave, Drakk maxes (2)
- Bombaster (0)
Workers
Bloodrage Ogre, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 10
- Tech1 HP: 5
- Tech2 HP: 4 ANARCHY
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Bombaster (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Drakk (3/4 lvl 6)
In Play:
- Zane (3/2 lvl 4)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Kidnapping
Pirate Gunship
Nautical Dog
Crash Bomber
Surprise Attack
End of Turn Discard
My Thoughts
Ok, this oughtta be enough to neutralize
sure, remember i killed steamtank, and i see drak missing
StartingHand Workers
STARTING HAND
Aged Sensei (1/1+A)
Sparring Partner (2/2)
Sensei’s Advice
Fox’s Den Students
Hidden Ninja
Fuzz Cuddles (2/3)
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper
Aged Sensei (1/1+A)
NextHand
Snapback
Grappling Hook
Reversal
True Power of Storms
True Power of Storms
Discard
Hidden Ninja
Fuzz Cuddles (2/3)
Fox’s Den Students
Sparring Partner (2/2)
Sensei’s Advice
Tech 0 card(s)
Get Paid - ($10)
tech draw
max rook - ($1)
tap spartner, rune to rook
worker - ($0)
Float ($0)
Discard 5, draw 5
Board Info:
In Patrol:
-
Squad Leader: Rook, lvl 8, (5/7+A)+
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Sparring Partner (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 5
Gold:
- Gold: 0
- Workers: 11
eh, ill GG it there. glad for the progress, bummed i blew it by mis-patrolling with rook/cuddles/spartner a few turns back. keeping Sets alive was the turning point back then.
definitely learned a lot
[b]P1T1[/b]StartingHand Workers
STARTING HAND
Smoker
Morningstar Flagbearer
Fox Viper
Safe Attacking
Fox Primus
WORKERS
Morningstar Flagbearer
NextHand
Aged Sensei
Savior Monk
Sensei’s Advice
Grappling Hook
Snapback
Discard
Safe Attacking
Fox Viper
Fox Primus
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
grave - ($1)
smoker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 1, (2/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Smoker
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
yea I’ve got Gunship so it’s GG WP! I do suppose Rook SQL might have done it. Go ahead and start one more?
threw T1 above! forum wouldnt let me do more than three posts back to back.
Oh I didn’t see it properly lol my bad
Game 10 Player 2, Turn 1
Starting Hand
Bombaster
Charge
Careless Musketeer
Scorch
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bombaster (3)
- Drakk (1)
- Worker (0)
Workers
Careless Musketeer
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Bombaster (2/2)
-
Technician:
-
Lookout:
In Play:
- Drakk (1/3 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Bloodrage Ogre
Pillage
Mad Man
Bloodburn
Nautical Dog
End of Turn Discard
My Thoughts
Can’t sac levels to that start thankfully (can’t boost Smoker), so onward w/ Drakk! Next turn I have Mad Man too, so can do some damage that way if needed
edit: weird duplicate entry. no big deal.
[b]P1T2[/b]Tech StartingHand Workers
TECH
Sparring Partner
Sparring Partner
STARTING HAND
Aged Sensei
Snapback
Sensei’s Advice
Grappling Hook
Savior Monk
WORKERS
Morningstar Flagbearer
Grappling Hook
NextHand
Sparring Partner
Safe Attacking
Snapback
Savior Monk
Sensei’s Advice
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
grave kills bombaster, you get a gold
aged sensei - ($3)
tech 1 - ($2)
hero’s hall - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Aged Sensei (1/1)
-
Technician: Smoker (1/1)
-
Lookout:
In Play:
- Grave, lvl 1, (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Game 10 Player 2, Turn 2
Starting Hand
Bombaster
Charge
Careless Musketeer
Scorch
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Desperation, Gunpoint Taxman
Main:
- Drakk kills scav, you get 1g
- Bloodrage Ogre (4)
- Nautical Dog (3)
- Tech1 (2)
- Worker (1)
Workers
Careless Musketeer
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician:
-
Lookout:
In Play:
- Drakk (1/2 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Mad Man
Charge
Pillage
Gunpoint Taxman
End of Turn Discard
My Thoughts
Want to try desperation once before the real deal
Tech StartingHand Workers
TECH
Speed of the Fox
Bird’s Nest
STARTING HAND
Safe Attacking
Sparring Partner
Savior Monk
Snapback
Sensei’s Advice
WORKERS
Morningstar Flagbearer
Grappling Hook
Savior Monk
NextHand
Fox Primus
Sparring Partner
Fox Viper
Sensei’s Advice
Tech 2 card(s)
Get Paid - ($6)
scav gold - ($7)
Worker - ($6)
mid grave, heals - ($4)
rook - ($2)
sparring partner - ($1)
safe attacking - ($0)
grave kills brogre
smoker safely kill dog, you get a gold
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Rook, lvl 1, (2/4+A)
-
Elite:
-
Scavenger:
-
Technician: Sparring Partner (2/2)
-
Lookout:
In Play:
- Safe Attacking
- Grave, lvl 3, (3/1)
- Smoker (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Ugh, safe attacking…
Game 10 Player 2, Turn 3
Starting Hand
Mad Man
Charge
Pillage
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (7+1scav+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Crash Bomber, Disguised Monkey
Desperation, Gunpoint Taxman
Main:
- Mid Drakk (6)
- Gunpoint Taxman (4)
- Charge GPT, kills Rook, takes 2, Drakk maxbands (2)
- Drakk kills SP, takes 2, you draw 1
- Mad Man, trades with Grave, levels fizzle (1)
- Worker (0)
Workers
Pillage, Bloodburn, Careless Musketeer
-
Patrol as below
- Discard 0 Draw 2
- 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:
- Drakk (3/2 lvl 6)
- Gunpoint Taxman (3/1)
Economy Info:
Cards:
- Hand: 2
- Deck: 2
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Makeshift Rambaster
Desperation
End of Turn Discard
My Thoughts
Idk if this is wise, but we’ll try it! Having Rook and Grave off the board is really nice
Tech StartingHand Workers
TECH
Porcupine
Fox’s Den School
STARTING HAND
Sparring Partner
Fox Viper
Fox Primus
Sensei’s Advice
Aged Sensei (1/1)
WORKERS
Morningstar Flagbearer
Grappling Hook
Savior Monk
Fox Primus
NextHand
Porcupine
Snapback
Bird’s Nest
Speed of the Fox
Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
sparring partner - ($5)
aged sensei - ($4)
tech 2 ninjitsu - ($0)
smoker trades with taxman
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Aged Sensei (2/1)
-
Scavenger:
-
Technician: Sparring Partner (2/2)
-
Lookout:
In Play:
- Safe Attacking
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
that’s a bummer. i did the math wrong on their gold…oh well. still not too bad. wish i had speed of the fox this hand. would be perfect.
let’s just tech up and get going.
let’s try something different. porcupine and fox den’s school. might help with a strong wall combined with birds nest turn. also cheaper than GN…
sensei to elite since drak is low, their hand is low, etc… also avoid taxman tax.