All the sheets (except for Bashing and Finesse) have been updated to the new style! There’s still room for improvement, but the bulk of the formatting work is finished. The only thing that’s missing is a list of suggested workers for Tech II Truth, but that’s not going to be an issue.
I’ve been pulling the build orders and related information from @Barrelfish’s Beginner’s Guide to Teching (link in the first post of this topic), and noticed that there was some missing info for White. I asked about it in that topic, and as part of the response I got…
[quote=“mysticjuicer, post:87, topic:1421”]
Discipline
Suggested workers: anything other than Aged Sensei (until the mid-game), Grappling Hook, Snapback, Sensei’s Advice[/quote]
…I realized that there was a legitimate reason to flip around the thinking behind the Suggested Worker sections. Rather than have new players think about it as a negative process – “Which of these cards is most useless” – I’d rather have them think of it in a more positive way – “Which of my starting cards are worth keeping until the end of the game.”
With that in mind, I’m going to be replacing the Suggested Worker section with a new Cards to Keep section, where I’ll be highlighting four cards (give or take) from each faction’s starting deck that are most likely to help when attempting to use one of the suggested builds. If you want to see what that looks like, check the Whitestar Order sheet in the first post of this topic.
That said, I only have first-hand experience with Red, Green and White. I’ll need help flipping things around to work with this new way of thinking, so I’d appreciate input from anyone reading this who has experience with any of the mono-colors (especially Blue, Black and Purple).