STARTING HAND
Summon Skeletons
Poisonblade Rogue
Thieving Imp
Graveyard
Jandra, the Negator
WORKERS
Poisonblade Rogue
NextHand
Sacrifice the Weak
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Deteriorate
Discard
Jandra, the Negator
Graveyard
Summon Skeletons
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Thieving Imp (2/2), discard #1 of 5 - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Thieving Imp (2/2)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Against red I feel like a T1 Graveyard isn’t safe, and so we’re straight into attackinng hand size with the Imp. I think maybe I might go skelly spam here to see how it fares.
Upon review I think I’ve confused my deck with my hand! Which yeah, took me a minute to unravel! I’ve edited my turn above (I’m going to have a go at playing my actual hand this time)… sorry about that!
STARTING HAND
Pestering Haunt
Sacrifice the Weak
Skeleton Javelineer
Skeletal Archery
Deteriorate
WORKERS
Poisonblade Rogue
Deteriorate
NextHand
Bone Collector
Summon Skeletons
Graveyard
Skeleton Javelineer
Bone Collector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Begin Building Tech I building - ($3)
Play Pestering Haunt (1/1, Unstoppable, Can’t patrol)
Summon Garth Torken (1/3), and guest Skeleton (1/1) - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Skeleton (1+1/1)
Scavenger: Thieving Imp (2/2)
Technician:
Lookout:
In Play:
Pestering Haunt (1/1, Unstoppable, Can’t patrol)
L1 - Garth Torken (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Solo Jaina… hrmm… An effective way of recovering hand size.
I’m sure that you won’t be patrolling like that again much in this series… xd @Akiata
P2T2
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Charge
Pillage
Bloodrage Ogre
Bombaster
Mad Man
WORKERS
Careless Musketeer
Pillage
NextHand
Bombaster
Bloodburn
Makeshift Rambaster
Lobber
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Jaina kills imp, sparkshot kills skele
hire Brogre - ($5)
enrage the brogre further with Charge - ($3)
Brogre kills Garth
Midband Jaina - ($2)
Tech 1 - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodrage Ogre(3/1)
lvl4 Jaina(3/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
well ive been accused of playing too passively before so here goes final decision is whether to mad man into haunt, tbh if he wants to trade haunt for brogre im good cos he might just deterioate it anyway, lets keep my hand size up
STARTING HAND
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt (1/1, Unstoppable, Can’t patrol)
WORKERS
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator
NextHand
Thieving Imp (2/2)
Soul Stone
Summon Skeletons
Hooded Executioner
Discard
Bone Collector “Barada”’ (3/3, Attacks: create a skelly)
Sacrifice the Weak
Pestering Haunt (1/1, Unstoppable, Can’t patrol)
Skeletal Archery
Skeletal Lord
Skeletal Lord
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Bone Collector kills Bombaster, takes 2 damage. A skeleton is created. You draw a card.
Vandy casts Sacrifice the Weak, Skeleton and Lobber are sacrificed - ($5)
Midband Vandy, now (3/4) - ($3)
Vandy trades with Jaina, levels fizzle.
Summon Garth Torken (1/3), and his plus one, Sally Skeleton (1/1) - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: “Sally” Skeleton (1/1+A)
Elite:
Scavenger: L1 - Garth Torken (1/3)
Technician:
Lookout:
In Play:
Bone Collector “Klaatu”’ (3/1, Attacks: create a skelly, 2 damage)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
OK, well this turn feels a bit better.
Skeletal Lords effects stack… that’s pretty sweet. Let’s give em a whirl.
Lobber(2/1) tap:deal 1 to a building
Mad Man
Crashbarrow
Gunpoint Taxman
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hire Zane - ($6)
Max band Zane, grapple skele to technician, we both draw - ($1)
Zane kills Garth, we both get g - ($2)
A raving madman escapes from my hand, I pay one to control him and send him running into Klaatu - ($1)
Recuit the madman’s Nautical Dog that he left behind - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Nautical Dog(1/1) frenzy1
In Play:
L6 Zane(4/3) steals patroller effects
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
don’t know whether to cut my attack short of the bone collector (Zane, Charged lobber, then possibly madman) , skip worker and build a tech 2, or wipe their board and possibly overstretch
what if, instead of using many cards but not as much gold, I maxband zane, drawing off the skele and getting a gold from Garth’s death, sounds better that draining my hand down to no cards
Sorry for the unannounced delay! Busy, busy the last few days!
P1T5
Tech StartingHand Workers
TECH
Corpse Catapult
Corpse Catapult
STARTING HAND
Thieving Imp (2/2)
Summon Skeletons
Soul Stone
Hooded Executioner
Skeleton Javelineer
WORKERS
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator
Soul Stone
NextHand
Skeletal Lord
Bone Collector “Klaatu”’ (3/1, Attacks: create a skelly)
Skeletal Lord
Bone Collector “Barada”’ (3/3, Attacks: create a skelly)
Tech 2 card(s)
Get Paid + Scavenger + Technician draw - ($9)
Worker - ($8)
Play Hooded Executioner (3/3) - ($6)
Summon Orpal Gloor (1/3) - ($4)
Beign constructing Tech II building … NECROMANCY! - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Orpal Gloor (1/3+A)
Elite: Hooded Executioner (3+1/3)
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Woulda been good to get thieving imp out here, but I’d prefer Tech II to be up next turn. If dwarddd’s holding Surprise Attack I’ll be a) surprised and b) attacked… it’ll sting.
Tech 2 card(s)
Get Paid - ($9)
no Worker
Tech 2 Blood - ($5)
Zane kills Orpal, takes 1 (-)
Madman returns for his dog, him and dog charge into executioner - ($4)
Lobber sees the commotion and wants to join, deals 2 to your tech 2 - ($3)
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 Zane(3/2) 1(-) steals patroller effects
Lobber(2/2) tap:deal 1 to a building
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 6
Gold:
Gold: 3
Workers: 9
Thoughts
4 card hand>worker at this point, lobber out is always fun, if i draw crashbarrow i can start breaking tech buildings i reckon
If no crashbarrow, tech 3 up?
STARTING HAND
Skeletal Lord
Skeletal Lord
Bone Collector “Klaatu”’ (3/1, Attacks: create a skelly)
Bone Collector “Barada”’ (3/3, Attacks: create a skelly)
WORKERS
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator
Soul Stone
Bone Collector “Klaatu”’ (3/1, Attacks: create a skelly)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Skeletal Lord (3/3, skellies get +1/+1) - ($5)
Play Bone Collector (3/3, Attacks: create a skelly) - ($3)
Summon Garth Torken (1/3) - ($1)
Garth brings a different date this time (scandalous) “Sheryl” Skeleton (2/2) - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3+A, Attacks: create a skelly)
Elite: “Sheryl” Skeleton (2+1/2)
Scavenger:
Technician: L1 - Garth Torken (1/3)
Lookout:
In Play:
Skeletal Lord (3/3, skellies get +1/+1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3 (Necromancy)
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
Tonnes of stuff in Blood that can really ruin my day…
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Tech 3 (reminder: blood) - ($6)
hire Brogreee - ($4)
Hire drakk - ($2)
Bloodlust, brogre and your skeletal lord gain haste and 1+atk this turn - ($0)
Brogre trades with sql collector
Zane kills Garth, takes 1, WE BOTH draw, drakk to lvl3
at end of turn: skeletal lord loses bonuses anf takes 1 dmg
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Lobber(2/2a) tap:deal 1 to a building
Elite: lvl3 drakk(1+1/3) dies: ping your base
Scavenger:
Technician:
Lookout:
In Play:
L6 Zane(3/1) 1(-) steals patroller effects
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
glad i didnt zane draw the crashbarrow, dont think i should have difficulty keeping uo pressure till i get a nice tech 3 out
OK, Pirate Gang Commander? Is it all sorted out over there? Skeletons apparently require a couple of different things to line up, which hasn’t quite come off for me here.
Lobber(2/2a) tap:deal 1 to a building
Crashbarrow
Mad Man
Lobber(3/2)
Bombaster(2/2)
Tech 0 card(s)
Get Paid - ($10)
Midband Drakk - ($9)
Lobber kills sylvia in a frenzy for not choosing him as her date
Zane’s final charge into enemy lines kills your javelineer, we both draw, orpal to lvl3
Drakk kills scav skeleton, takes 2. he now stares wildly into Vandy and Skeletal Lord’s eyes, seeing their fear as they wonder “how much more does he have to throw at us?”
Crashbarrow, rips through elite skeleton, momentum carries it to orpal’s feet, where it explodes killing him, drakk to maxband - ($6)
Madman charges into skeletal Lord - ($5)
Hire Jaina - ($3)
new lobber lobs himself at Vandy, both die, Jaina to lvl3 - ($2)
Makeshift rambaster is made from the spare parts of my crashbarrow, destroys your tech 2 - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: L3 Jaina(2/3) sparkshot
In Play:
Makeshift Rambaster(1/2) +2atk against buildings
lvl6 drakk(3/4) dies: ping your base, my units have frenzy, first unit hired gets haste
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
always a good idea to either scav or draw with zane, lets go for the card as i dont need the money this turn but i do plan to use 3 cards to wipe his board… draw:makeshift rambaster, wonderful ill destroy his tech 2 as well. i k that i could have saved a gold as i didnt have to midband drakk with money but i didnt want to kill orpal with the crashbarrow first as then Zane’s levels would go to vandy, who actually makes use of them
STARTING HAND
Corpse Catapult
Skeletal Archery
Corpse Catapult
Skeletal Lord
Lord of Shadows
WORKERS
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator
Soul Stone
Bone Collector “Klaatu”’ (3/1, Attacks: create a skelly)
NextHand
Lich’s Bargain
Lord of Shadows
Summon Skeletons
Sacrifice the Weak
Bone Collector (3/3+A, Attacks: create a skelly)
Discard
Skeleton Javelineer (2/2, Javelin rune)
Skeletal Archery
Corpse Catapult
Skeletal Lord
Corpse Catapult
Tech 1 card(s)
Get Paid + float + Scavenger + Technician - ($12)
Rebuild Tech II building.
Summon and maxband Garth Token (2/4) - ($4)
Garth hurriedly fetches a Twilight Baron out of the discard pile.
Garth gives his old flame “Sarah” Skeleton a call - ($3)
Construct a Tower - ($0)
Pestering Haunt plinks your Tech III building for 1 damage.
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: “Sarah” Skeleton (1/1+A)
Elite: Twilight Baron (4+1/4)
Scavenger: L7 - Garth Token (3/4)
Technician:
Lookout:
In Play:
Pestering Haunt (1/1, Unstoppable, Can’t patrol)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Should probably resign here, but in the interests of warming up, it’s probably worth going through the motions here.
Lobber(2/2a) tap:deal 1 to a building
Crashbarrow
Mad Man
Lobber(3/2)
Bombaster(2/2)
Gunpoint Taxman
Surprise Attack
Bloodrage Ogre(3/1)
Captured Bugblatter
War Drums
Tech 2 card(s)
Get Paid - ($10)
no worker
Drakk kills Sarah, takes 2
Hire hasted Gunpoint taxman - ($8)
gunpoint taxman trades with garth and robs the corpse (i.e. steals the scavenger gold), jaina to level 5 - ($9)
maxband jaina, she trades with baron, levels fizzle - ($7)
makeshift rambaster destroys tower, takes 1
build surplus - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster(1/1) +2atk against buildings
lvl6 drakk(3/2) dies: ping your base, my units have frenzy, first unit hired gets haste
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 4
Surplus HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 10
Gold:
Gold: 2
Workers: 10
Thoughts
surplus aaand float 2 g for double pirate, theyre going down next turn
STARTING HAND
Lord of Shadows
Sacrifice the Weak
Bone Collector (3/3+A, Attacks: create a skelly)
Lich’s Bargain
Summon Skeletons
WORKERS
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator
Soul Stone
Bone Collector “Klaatu”’ (3/1, Attacks: create a skelly)
Lord of Shadows
NextHand
Sacrifice the Weak
Skeleton Javelineer (2/2, Javelin rune)
Lich’s Bargain
Tech 1 card(s)
Get Paid - ($10)
Worker - ($9)
Summon Vandy Anadrose (2/3) - ($7)
Vandy casts Sacrifice the Weak to destroy Makeshift Rambaster - ($5)
Vandy casts Summon Skeletons - ($2)
Play Bone Collector (3/3+A, Attacks: create a skelly) - ($0)
Pestering Haunt pesters yout Tech III building for another 1 damage.
Tech 0 card(s)
Get Paid + float, upkeep draw - ($12)
Worker - ($11)
Hire Pirate Gang Commander and his lackeyz, Commander gets haste - ($5)
Commander pays for Crashbarrow and shoddy glider - if its gonna do some damage to something, its coin well spent
pay 2 for Zane even though with a raid like this happening he was itching to come out anyway - ($3)
Hire Nautical dog - ($2)
Bloodlust Nautical dog and one pirate - ($0)
Zane leads the charge cos he’s so fast, kills Scav skeleton
Crashbarrow hits through technician skeleton and deals 6 to base (on 11)
Shoddy glider was actually aiming for Vandy but swerves into base in it’s frenzy, deals 4 (base on 7)
Drakk starts punching base, deals a respectable 3 dmg (base on 4)
Hasted Pirate Neddy No-eyes manages to hit base, deals last 4 damage
Pirate Gang commander deals 7 to base just for good measure
No one told the Nautical dog it was over so he’s still tryna deal his 4 dmg
At end of turn Nautical dog, Crashbarrow and glider explode, dealing final 3 to your base (base on -13)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Eddy “Eyes” the Pirate(2/2)
Elite: “Captain One-eye” (not actually a captain) (2/2)
Scavenger:
Technician:
Lookout:
In Play:
lvl6 drakk(3/2) dies: ping your base, my units have frenzy, first unit hired gets haste
Pirate-Gang Commander(6/7) unit’s death deals 1 to ur base, red t1 and t2 units r free
Neddy “No-eyes” the Pirate(2/1)
L1 (Zane(2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 3
Surplus HP: 5
Economy Info: Cards:
Hand: 2
Deck: 14
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
basically the ideal Red turn…
thanks for playing the extra turns! GG WP
wanna switch player order or stick? I have the feeling next game is gonna be harder for me either way now u know some more of what to watch out for