No my turn is the same. Even though I know you should not float gold against red.
Donāt worry, I had enough other stuff I wanted to do that I couldnāt afford to Pillage you.
Player 2 Turn 4
Tech, Starting Hand, and Workers
TECH
Kidnapping
Surprise Attack
STARTING HAND
Bloodrage Ogre
Bombaster
Nautical Dog
Pillage
Bloodlust
Lobber (Technician)
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
[details=Next Hand]Makeshift Rambaster
Mad Man
Molting Firebird
Bamstamper Lizzo
[/details]
Discard
Bloodlust
Lobber
Nautical Dog
Bombaster
Bloodrage Ogre
Kidnapping
Surprise Attack
Tech 2 card(s)
Get Paid + float - ($9)
Shuffle and draw card from technician dying (before teching 2 cards)
Summon Drakk - ($7)
Play Lobber - ($6)
Play Nautical Dog! - ($5)
Drakk casts Bloodlust on Nautical Dog and Grave, giving them both +1 ATK and Haste until end of turn - ($3)
Nautical Dog trades with Rambasa Twin #1, who returns to your Codex
Lobber trades with Rambasa Twin #2, who goes to your discard pile
Zane attacks and does 2 damage to your Heroesā Hall
Worker - ($2)
Patrol as shown below
End of turn: Bloodlust wears off of Grave, causing him to take 1 damage and die
Drakk gains 2 free levels
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Drakk Ramhorn Lv. 3 (1/3)
[B]In Play:[/B] - Captain Zane Lv. 1 (2/2) [Haste]
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 7
[B]Gold:[/B] - Gold: 2
- Workers: 9
[details=Thoughts][spoiler]That turn would have been better if Iād gotten either of my Tech II units from my Technician drawā¦ Oh well, I still wiped his board and got some damage on that Heroesā Hall. Letās see if he can afford to build Tech II while defending himself.
Teched Kidnapping and Surprise Attack because by the point I get them Iāll almost certainly have the gold to spend on them, and they both help clear out his defenses in different ways. Iāve been feeling unit dependent, so thisāll help that (once they finally arrive in my deck).
Workered Pillage because as much as Iāve felt unit dependant, Iād rather have the option of hasty Bloodrage Ogre than stealing a gold or two at this point.[/spoiler][/details]
Good turn. I definitely feel like Iām back on my heels here.
P1T5
Tech StartingHand Workers
TECH
Colossus
Reversal
STARTING HAND
Sparring Partner
Snapback
Birdās Nest
Senseiās Advice
Smoker
WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker
NextHand
Reversal
Rambasa Twin
Adraās Boulder
Savior Monk
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Rook - ($5)
Birdās Nest - ($3)
Level Rook twice - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bird 1/1 + a
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Bird 1/1
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- Birdās Nest
- Rook lvl 3 2/4
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Heroesā Hall HP: 2
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
I really wanted to build my tech 2 because I will probably have tech 2 stuff in my hand next turn, but I feel like I couldnāt afford not to have Rook out with the birds for a wall.
I put Drakk in the Lookout slot, so it costs an extra gold to target him with a spell or ability. Youāll have to change something to make your turn legal.
Grrā¦ so many details. I didnāt really have a lot of other options so I guess Iāll just pretend I didnāt Snapback and spend 2 on leveling Rook and float the last one.
I hear you, thereās a lot to this game. That one would have been more obvious if we were sitting at a table with real boards in front of us, since they have the effects of each Patrol slot marked. Iāll have my turn up in a few minutes.
Yeah, doing it by forum takes a little getting used to, especially when youāre trying to think about two games at once.
Iām getting the hang of it though. Iām going to be gone for an hour but Iāll play my next turn when I get back.
If you have time, it would be good if you edited your last turnās post to show that you changed what you used the gold on.
Edit: @Jude, just to be sure, did you know that any ground units/heroes I have can just walk under your Birds? Iāll admit that having at least one patrolling is messing with my plans for the turn, but I want to make sure youāre aware of the possibility that I can just ignore your Birds entirely.
Since itās been almost 2 hours since I asked if you meant to patrol the way you did (see edited post above), Iām going ahead with my turn. It honestly wouldnāt have changed much anyway, except whether you got certain patrol zone bonuses (I had enough power to kill everything I did regardless of where you patrolled) or if one of my units survived combat (if Elite slot had been used).
Player 2 Turn 5
Tech, Starting Hand, and Workers
TECH
Doubleshot Archer
Firehouse
STARTING HAND
Mad Man
Makeshift Rambaster
Bamstamper Lizzo
Molting Firebird
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
[details=Next Hand]Mad Man
Charge
Surprise Attack
Makeshift Rambaster
[/details]
Tech 2 card(s)
Get Paid + float - ($11)
Skip worker
Level up Drakk to Lv. 6 - ($8)
Play Bamstamper Lizzo, who gets Haste from Drakkās max level ability - ($4)
Lizzoās ability kills Squad Leader Bird
Lizzo walks under the other Bird and kills Rook, taking 2 damage
Zane gains 2 free levels
Birdās Nest is no longer channeled, so it gets destroyed
Play Molting Firebird - ($0)
Zane attacks and destroys Heroesā Hall, which does 2 damage to your base
Drakk does 3 damage to your base
Total damage to your base = 5 damage
Patrol as shown below
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Molting Firebird (4/3+a) [Flying]
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Captain Zane Lv. 3 (2/2) [Haste]
- Drakk Ramhorn Lv. 6 (3/4)
- Bamstamper Lizzo (5/1) [Frenzy 1, Haste]
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
[details=Thoughts][spoiler]Iāve got him on the ropes here. Next turn I can use Surprise Attack to beat almost anything he throws at me, though Iām sad that I canāt really make use of Molting Firebirdās ability since heās likely to patrol the Bird again. Either way, Iām getting to destroy a Tech building next turn, and if he doesnāt have any Tech buildings left, then thatās the game in the bag.
Teched Doubleshot Archer and Firehouse for more pressure on him. As long as Archer gets to be the one attacking, itās a completely safe attack and bonus damage to their Base. Firehouse basically makes all my spells, abilities, and attacks do an extra 2 damage.
No worker this turn! Skipping gave me exactly enough gold to play Firebird, which protects my Lizzo that had 1 HP left while also threatening a tech building destruction if he doesnāt patrol his surviving Bird.[/spoiler][/details]
Yeah, I forgot that about flyers but it wouldnāt have made a difference. Should have floated one more goldā¦
Anyway here it is:
P1T6
Tech StartingHand Workers
TECH
Fuzz Cuddles
Entangling Vines
STARTING HAND
Savior Monk
Adraās Boulder
Rambasa Twin
Reversal
WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker
NextHand
Senseiās Advice
Snapback
Grappling Hook
Sparring Partner
Discard
Birdās Nest
Reversal
Adraās Boulder
Rambasa Twin
Fuzz Cuddles
Entangling Vines
Tech 2 card(s)
Get Paid - ($8)
Summon Grave - ($6)
Reversal Firebird - ($3)
Savior Monk - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Grave 2/3
- [I]Technician[/I]: Savior Monk 2/2
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- Bird token 1/1
[B]Buildings:[/B] - Base HP: 15
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 6
[B]Gold:[/B] - Gold: 3
- Workers: 8
I only killed one Bird. The other one doesnāt die when Birdās Nest is destroyed, it just means they wonāt come back. Does that change anything about your turn?
Also, you didnāt mark that you paid for Savior Monk in your list of actions, and it wasnāt there last turn.
Bird would attack Lizzy since it only has one life left. Fixed the monk thing,
Whoops, didnāt think about Reversal. I guess I shouldnāt have patrolled that Firebirdā¦
Player 2 Turn 6
Tech, Starting Hand, and Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Charge
Makeshift Rambaster
Surprise Attack
Mad Man
Firehouse
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
Mad Man
[details=Next Hand]Bloodlust
Nautical Dog
Kidnapping
Bloodrage Ogre
Doubleshot Archer
[/details]
Discard
Bamstamper Lizzo
Surprise Attack
Makeshift Rambaster
Firehouse
Charge
Pirate Gunship
Pirate Gunship
Tech 2 card(s)
Get Paid - ($9)
Level Zane to Lv. 4 - ($8)
Zane kills Savior Monk and takes 2 damage, we both draw a card
Hire a Worker - ($7)
Zane casts Surprise Attack, giving me two 3/1 Sharks with Haste and Ephemeral - ($2)
Shark #1 kills Grave and dies, you gain a gold
Zane gains 2 free levels, healing all damage
Shark #2 does 4 damage (3 ATK + Frenzy 1) to your Tech I
Drakk does 3 damage to your Base
Build Tech Lab ā Anarchy - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Captain Zane Lv. 6 (4/4) [Haste]
- Drakk Ramhorn Lv. 6 (3/4)
- Molting Firebird (4/3) [Flying, Frenzy 1] {Disabled}
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Fire)
- Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 7
[B]Gold:[/B] - Gold: 1
- Workers: 10
[details=Thoughts][spoiler]At this point, itās basically over. Iād be pretty annoyed if he uses Snapback on Drakk now, but that would be 3 gold and a card on not putting up defenses, so I could afford to go a bit slower at that point. If he doesnāt use Snapback, I have Hasty Frenzied Doubleshot Archer and Kidnapping, which should basically guarantee victory. If he does, I still have normal Doubleshot Archer and Bloodrage Ogre to threaten 7 damage next turn, 4 of which is Long-range, and he only has Tech I (which I can take out pretty easily at this point).
Teched both Pirate Gunships in case he lasts long enough for the best Tech III in the game. Goodbye, little Bird!
Workered Mad Man because 1 haste damage is laughable at this point, and Lobber strictly outclasses it (speaking of, if I every draw Lobber it can take out Tech I by itself for 1 gold).[/spoiler][/details]
P1T7
Tech StartingHand Workers
TECH
Reversal
True Power of Storms
STARTING HAND
Sparring Partner
Grappling Hook
Snapback
Senseiās Advice
Colossus
WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker
Grappling Hook
NextHand
Reversal
Whitestar Grappler
Morningstar Flagbearer
Snapback
Colossus
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 Strength - ($5)
Summon Rook - ($3)
Build Tower - ($0)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Rook lvl 1 2/4 + a
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
[B]Buildings:[/B] - Base HP: 12
- Tech I HP: 1
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 11
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
Again, the bird is still there ā Bamstamper Lizzo didnāt have Anti-air. What would you like it to do?
Sorry, I put the bird in the post and forgot to add it back on the spreadsheet. The bird will attack the Molting Firebird.
It would normally be good to build a Tower against Red, but here it was too little too lateā¦
Player 2 Turn 7
Starting Hand and Workers
STARTING HAND
Nautical Dog
Bloodrage Ogre
Doubleshot Archer
Bloodlust
Kidnapping
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
Mad Man
[details=Next Hand]Molting Firebird
Bloodlust
Pirate Gunship
Bombaster
Lobber
[/details]
Tech 0 card(s)
Get Paid + float - ($11)
Play Doubleshot Archer, who gets Frenzy 1 and Haste from Drakk - ($8)
Play Bloodrage Ogre, who also gets Frenzy 1 from Drakk (but not Haste) - ($6)
Doubleshot Archer kills Rook from too far away to be hit back, but still takes 1 damage from Tower
Zane takes 1 damage from Tower as he destroys it, which does 2 damage to your Base
Drakk destroys your Tech I, which does 2 damage to your Base
Build Tech III - ($1)
Patrol as shown below
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Bloodrage Ogre (3/2) [Frenzy 1, Resist 1]
[B]In Play:[/B] - Captain Zane Lv. 6 (4/4) [Haste]
- Drakk Ramhorn Lv. 6 (3/4)
- Doubleshot Archer (4/2) [Long-range, Frenzy 1, Haste]
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Fire)
- Tech III HP: 5
- Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 10
Thoughts
Itās officially over, since I have Pirate Gunship in hand and youāve lost all your Tech buildings (edit: whoops, forgot you built Tech II) and Add-ons (still, thereās literally no way for you to destroy my Tech III this turn). Good game!
Yeah, I couldnāt manage to get my tech 2 either because I had to keep trying to put stuff on the board.
Thereās just nothing I could do to catch up, even if you didnāt have tech 3, youāve got enough board control. I felt like I was just a turn behind you the whole game.
Good game.
How do you do the foggy stuff on your thoughts text?
Funny, since I went secondā¦
Good game! I really hope you learned something from this match, even if part of it was just how to manage the spreadsheet. Feel free to look over my thoughts on each turn ā Iām no expert by any stretch, but there might be something helpful there!
One thing I noticed that I may not have put in those thoughts is that thereās only one Haste option available to mono-white before Tech II, and thatās Speed of the Fox for Setsuki. Since I wasnāt particularly afraid of that, I was able to treat the match almost the same as I would against mono-green, where all I have to do is clear your board each turn to prevent you from doing anything. Iām not sure what White does to prevent that, but itās something to keep in mind.
For the āfoggy text,ā you can type [spoiler]This text will be blurred[/spoiler]
to get This text will be blurred. Just click it to clear it up!
@EricF, Iāve won my first game of RACE #3!