your starting hand is diff from what listed in your prev turn, plus if you start with 5 and play Aow+ETx2 you go down to 2 cards, hence disc 2 draw 4. I think you listed a card too many.
Yea I screwed up copy and pasting, what else is new XD I think it’s all fixed now
sorry to bother you, i just like to follow and learn.
np I’d rather have it be right for spectators!
StartingHand Workers
STARTING HAND
Rampant Growth
Spore Shambler (0/1)
Playful Panda
Dinosize
Tyrannosaurus Rex
WORKERS
Rich Earth
Ironbark Treant
Forest’s Favor
Tiger Cub (2/1)
Murkwood Allies
NextHand
Fairie Dragon
Tyrannosaurus Rex
Ferocity
Fairie Dragon
Verdant Tree 2HP
Tech 0 card(s)
Get Paid - ($10)
expensive rebuild tech 3, base to 11 - ($9)
tower - ($6)
playful panda - ($4)
spore shambler - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Wisp (0/1+A)
-
Elite:
-
Scavenger: Spore Shambler (2/3)++
-
Technician: Arg, lvl 1, (1/5)
-
Lookout:
In Play:
- Playful Panda (2/2)
Buildings:
-
Base HP: 11
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
GG WP!
Warmup Game 3 Player 1, Turn 7
Starting Hand
Traffic Director
Lawful Search
Elite Training
Boot Camp
Boot Camp (LS)
Bluecoat Musketeer (bc1)
Spectral Aven (bc2)
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
General’s Hammer x2
Boot Camp x2
The Art of War x2
Elite Training x2
Scribe, Overeager Cadet
Brave Knight, Scribe
Main:
- Lawful Search your hand: ooo, Ferocity and TRex and Dragons, oh my! (7)
- Boot Camp Arg, draw 1 (6)
- Boot Camp Shambler, draw 1 (5)
- Elite Training to Soldiers (3)
- A Soldier kills SQL wisp
- Soldier2+Scribes2+OC2+BI1+Oni5 kill your base, GG WP!
GG!!
[b]P1T1[/b]StartingHand Workers
STARTING HAND
Young Treant
Rampant Growth
Ironbark Treant
Verdant Tree
Merfolk Prospector
WORKERS
Ironbark Treant
NextHand
Forest’s Favor
Playful Panda
Spore Shambler
Tiger Cub
Rich Earth
Discard
Rampant Growth
Young Treant
Verdant Tree
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Merfolk - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 1, (2/3)
- Merfolk Prospector
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
GG and GL HF!
Warmup Game 4 Player 2, Turn 1
Starting Hand
Manufactured Truth
Spectral Aven
Bluecoat Musketeer
Jail
Traffic Director
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Traffic Director (4)
- Spectral Aven (2)
- Worker (1)
Workers
Jail
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Traffic Director (1/1)
-
Lookout: Spectral Aven (2/2 resist 1)
In Play:
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Lawful Search
Arrest
Porkhand Magistrate
Reputable Newsman
End of Turn Discard
My Thoughts
Tough draw for starting hand, spose I will get Aven out here to try and scare off things!
Tech StartingHand Workers
TECH
Huntress
Ferocity
STARTING HAND
Tiger Cub
Forest’s Favor
Spore Shambler
Rich Earth
Playful Panda
WORKERS
Ironbark Treant
Rich Earth
NextHand
Verdant Tree
Spore Shambler
Forest’s Favor
Huntress
Ferocity
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tap merfolk - ($5)
tech 1 - ($4)
Cal kills TD
mid cal, heals - ($2)
panda - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Cal, lvl 3, (3/4)
- Merfolk Prospector (1/1)
- Playful Panda (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Warmup Game 4 Player 2, Turn 2
Starting Hand
Lawful Search
Arrest
Porkhand Magistrate
Reputable Newsman
Building Inspector (techn)
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Scribe, Brave Knight
Main:
- Spectral Aven swoops down to kill Playful Panda
- Porkhand Magistrate (4)
- Reputable Newsman, blocking 2-cost (2)
- Tech 1 (1)
- Worker (0)
Workers
Building Inspector, Jail
-
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: Porkhand Magistrate (2/3+1armor)
-
Elite: Reputable Newsman (0+1/3 blocking 2-cost)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Spectral Aven (2/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Bluecoat Musketeer
Brave Knight
Traffic Director
Manufactured Truth
End of Turn Discard
My Thoughts
Okay, lucky me for no Rampant Growth killing Aven, probably Huntress coming to deal with it? We’ll see I guess, teching BK and Scribe, maybe tower next turn maybe tech up
Tech StartingHand Workers
TECH
Huntress
Blooming Elm
STARTING HAND
Huntress
Ferocity
Spore Shambler
Verdant Tree
Forest’s Favor
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
NextHand
Huntress
Rampant Growth
Tiger Cub
Playful Panda (2/2)
Young Treant
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tap merfolk for gold - ($6)
shambler - ($3)
…pop aven - ($2)
…rune to wisp, hits porky - ($1)
Cal finishes porky
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Spore Shambler (0/1) resist 1
-
Lookout:
In Play:
- Cal, lvl 3, (3/2)
- Merfolk Prospector (1/1) resist 1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Warmup Game 4 Player 2, Turn 3
Starting Hand
Bluecoat Musketeer
Brave Knight
Traffic Director
Manufactured Truth
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Scribe, Overeager Cadet
Scribe, Brave Knight
Main:
- Brave Knight (4)
- Tower (1)
- Worker (0)
Workers
Bluecoat Musketeer, Building Inspector, Jail
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Brave Knight (3/3+1armor)
-
Elite: Reputable Newsman (0+1/3 blocking 2-cost)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Scribe
Arrest
Lawful Search
Overeager Cadet
End of Turn Discard
My Thoughts
Bummer on the Shambler, but that’s okay; was overall not bad trades. I think the play here is BK + Tower, next turn Hero + LS + Scribe + (hopefully the other scribe), get an OC out also, and then play for tech 2 after? Or tech 3 Truth? maybe
Tech StartingHand Workers
TECH
Feral Strike
Blooming Ancient
STARTING HAND
Tiger Cub
Rampant Growth
Young Treant
Huntress
Playful Panda (2/2)
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
Young Treant
NextHand
Verdant Tree
Ferocity
Playful Panda (2/2)
Blooming Elm
Huntress
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tap merfolk, get that gold - ($8)
tech 2 growth - ($4)
huntress - ($2)
max Cal, heals - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Huntress (3/3+A) resist 1
-
Elite:
-
Scavenger: Spore Shambler (0/1) resist 1
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 5 (4/5)
- Merfolk Prospector (1/1) resist 1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Warmup Game 4 Player 2, Turn 4
Starting Hand
Scribe
Arrest
Lawful Search
Overeager Cadet
Traffic Director (LS)
Scribe (scribe1)
Spectral Aven (scribe2)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Injunction x2
Scribe, Overeager Cadet
Scribe, Brave Knight
Main:
- Bigby (6)
- Lawful Search, draw 1, hmm blooming elm eh? I spose lucky me it’s not an Ancient or Feral Strike or something XD (5)
- Scribe, draw 1 (3)
- Scribe, draw 1 (1)
- Overeager Cadet
- Worker (0)
Workers
Traffic Director, Bluecoat Musketeer, Building Inspector, Jail
-
Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Brave Knight (3/3+1armor)
-
Elite: Scribe (1+1/3 blocking)
-
Scavenger:
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- Reputable Newsman (0/3 blocking 2cost spells)
- Scribe (1/3)
- Bigby (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Arrest
End of Turn Discard
My Thoughts
I think my only hope here is to try to flood the board and Injunction my way to some building downs, so come on out bigby, let’s try to cycle super hard and get there, and then we’ll transition to Truth tech3 or Peace tech2
Tech StartingHand Workers
TECH
Nature Reclaims
Murkwood Allies
STARTING HAND
Blooming Elm
Ferocity
Huntress
Verdant Tree
Playful Panda (2/2)
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
Young Treant
Verdant Tree
NextHand
Blooming Ancient
Rampant Growth
Tiger Cub
Feral Strike
Discard
Huntress #1 (3/3)
Playful Panda (2/2)
Ferocity
Nature Reclaims
Murkwood Allies
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
blooming elm - ($4)
huntress - ($2)
midori - ($0)
Cal kills BK, returns to your hand, takes 4
first huntress trades with scribe
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Spore Shambler (0/1+A)
-
Elite: Midori lvl 1, (3/3)
-
Scavenger:
-
Technician: Merfolk Prospector (1/1)
-
Lookout: Huntress (3/3) resist 2
In Play:
- Blooming Elm 4HP
- Cal, lvl 5, (4/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
Thoughts
not counting on cal survving, but odds are tech 2 and elm stay up.
I have no idea what I’m doing lol
Warmup Game 4 Player 2, Turn 5
Starting Hand
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Arrest
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Drill Sergeant, Flagstone Garrison
Injunction x2
Scribe, Overeager Cadet
Scribe, Brave Knight
Main:
- Arrest Huntress (6)
- Brave Knight (3)
- Manufactured Truth, Newsman is really a Brave Knight! (2)
- OC kills SS
- “BK” trades with Midori, Bigby midbands, “BK” back to my hand
- Bigby kills Technician, you rs draw 1
- Scribe trades with Cala, Bigby maxbands
- Worker (1)
Workers
Traffic Director, Bluecoat Musketeer, Building Inspector, Jail
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Brave Knight (3/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Overeager Cadet (2/2)
- Bigby (3/4 lvl 5)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Lawful Search
Injunction
Injunction
Reputable Newsman
End of Turn Discard
My Thoughts
Blooming Elm presents a real problem now… Let’s hope and pray we can break whatever ends up getting patrolled here (probably Ancient + Arg + Wisp + xyz and the wisp gets the tree buff??)
clearing max Cal is always a good place to start.
[b]P1T6[/b]Tech StartingHand Workers
TECH
Blooming Ancient
Dinosize
STARTING HAND
Blooming Ancient
Rampant Growth
Feral Strike
Tiger Cub
Nature Reclaims
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
Young Treant
Verdant Tree
Rampant Growth
NextHand
Huntress #1 (3/3)
Murkwood Allies
Spore Shambler (0/1+A)
Playful Panda (2/2)
Discard
Feral Strike
Nature Reclaims
Blooming Ancient
Dinosize
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
blooming ancient - ($4)
tap Elm, 3 runes to ancient
arg, wisp, 2 runes - ($2)
tiger cub, rune - ($0)
move around runes
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Wisp (4/5+A)++++
-
Elite:
-
Scavenger:
-
Technician: Tiger Cub (4/4)++
-
Lookout:
In Play:
- Blooming Elm 4HP
- Arg, lvl 1, (1/3)
- Huntress (3/3)
- BA (2/4)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
I mean yes, but it only made a very unwinnable situation into a slightly less unwinnable one XD I’ll fold here as there’s no way for me to stop you from shutting down any win con I can feasibly develop, GG WP!
I’ll start another one tomorrow
Okay, I think where I messed up last game is tower on turn 3 and not killing Prospector instead of Playful Panda. I should have flooded the board.
My blue brain is so conditioned for the Black matchup, I am instinctively playing hyper-defensive; Green’s fine with a defensive opponent as you spike on Tech2 just as hard or harder than I do, so I think I need to be a little more aggro earlier
GL HF! Lmk if you think that’s a good read or not
Warmup Game 5 Player 1, Turn 1
Starting Hand
Arrest
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Lawful Search
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Onimaru (2)
- Building Inspector (1)
- Worker (0)
Workers
Bluecoat 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:
-
Technician:
-
Lookout:
In Play:
- Onimaru (2/3 lvl 1)
- Building Inspector (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Manufactured Truth
Jail
Reputable Newsman
Traffic Director
Spectral Aven
End of Turn Discard
My Thoughts
Need to aggro more I think
im not sure. i think tower is always a plus for blue. ill review some of the past games see what i can gather.
[b]P2T1[/b]StartingHand Workers
STARTING HAND
Rich Earth
Playful Panda
Spore Shambler
Verdant Tree
Merfolk Prospector
WORKERS
Rich Earth
NextHand
Forest’s Favor
Rampant Growth
Tiger Cub
Ironbark Treant
Young Treant
Discard
Merfolk Prospector
Verdant Tree
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
playful panda, wisp - ($2)
Cal - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Wisp (0/1+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 1, (2/3)
- PP (2/2)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6