RACE #3: Jude (Mono White) vs. Hobusu (Mono Red)

No my turn is the same. Even though I know you should not float gold against red.

Don’t worry, I had enough other stuff I wanted to do that I couldn’t afford to Pillage you. :wink:

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 Heroes’ 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]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Drakk Ramhorn Lv. 3 (1/3)
    [B]In Play:[/B]
  • Captain Zane Lv. 1 (2/2) [Haste]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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 I’d gotten either of my Tech II units from my Technician draw… Oh well, I still wiped his board and got some damage on that Heroes’ Hall. Let’s see if he can afford to build Tech II while defending himself.

Teched Kidnapping and Surprise Attack because by the point I get them I’ll almost certainly have the gold to spend on them, and they both help clear out his defenses in different ways. I’ve been feeling unit dependent, so this’ll help that (once they finally arrive in my deck).

Workered Pillage because as much as I’ve felt unit dependant, I’d 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 I’m back on my heels here.

P1T5


Tech StartingHand Workers

TECH
Colossus
Reversal


STARTING HAND
Sparring Partner
Snapback
Bird’s Nest
Sensei’s Advice
Smoker


WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker


NextHand

Reversal
Rambasa Twin
Adra’s Boulder
Savior Monk


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Rook - ($5)
Bird’s Nest - ($3)
Level Rook twice - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bird 1/1 + a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bird 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Bird’s Nest
  • Rook lvl 3 2/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ 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 couldn’t 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. You’ll have to change something to make your turn legal.

Grr… so many details. I didn’t really have a lot of other options so I guess I’ll just pretend I didn’t Snapback and spend 2 on leveling Rook and float the last one.

I hear you, there’s 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. I’ll have my turn up in a few minutes.

Yeah, doing it by forum takes a little getting used to, especially when you’re trying to think about two games at once.

I’m getting the hang of it though. I’m going to be gone for an hour but I’ll play my next turn when I get back.

1 Like

If you have time, it would be good if you edited your last turn’s 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? I’ll admit that having at least one patrolling is messing with my plans for the turn, but I want to make sure you’re aware of the possibility that I can just ignore your Birds entirely.

1 Like

Since it’s been almost 2 hours since I asked if you meant to patrol the way you did (see edited post above), I’m going ahead with my turn. It honestly wouldn’t 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 Drakk’s max level ability - ($4)
Lizzo’s ability kills Squad Leader Bird
Lizzo walks under the other Bird and kills Rook, taking 2 damage
Zane gains 2 free levels
Bird’s Nest is no longer channeled, so it gets destroyed
Play Molting Firebird - ($0)
Zane attacks and destroys Heroes’ 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]

  • :psblueshield: [I]Squad Leader[/I]: Molting Firebird (4/3+a) [Flying]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [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]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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]I’ve got him on the ropes here. Next turn I can use Surprise Attack to beat almost anything he throws at me, though I’m sad that I can’t really make use of Molting Firebird’s ability since he’s likely to patrol the Bird again. Either way, I’m getting to destroy a Tech building next turn, and if he doesn’t have any Tech buildings left, then that’s 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, it’s 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 doesn’t patrol his surviving Bird.[/spoiler][/details]

Yeah, I forgot that about flyers but it wouldn’t have made a difference. Should have floated one more gold…

Anyway here it is:

P1T6


Tech StartingHand Workers

TECH
Fuzz Cuddles
Entangling Vines


STARTING HAND
Savior Monk
Adra’s Boulder
Rambasa Twin
Reversal


WORKERS
Fox Primus
Aged Sensei
Fox Viper
Smoker


NextHand

Sensei’s Advice
Snapback
Grappling Hook
Sparring Partner


Discard

Bird’s Nest
Reversal
Adra’s 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]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave 2/3
  • :pschip: [I]Technician[/I]: Savior Monk 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Bird token 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: 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 doesn’t die when Bird’s Nest is destroyed, it just means they won’t come back. Does that change anything about your turn?

Also, you didn’t mark that you paid for Savior Monk in your list of actions, and it wasn’t there last turn.

Bird would attack Lizzy since it only has one life left. Fixed the monk thing,

Whoops, didn’t think about Reversal. I guess I shouldn’t have patrolled that Firebird…

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 – Anarchy - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [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]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: 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, it’s basically over. I’d 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 doesn’t 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! :imp:

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
Sensei’s 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]

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 2/4 + a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: 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 – Bamstamper Lizzo didn’t 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 late…

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]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [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]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: 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

It’s officially over, since I have Pirate Gunship in hand and you’ve lost all your Tech buildings (edit: whoops, forgot you built Tech II) and Add-ons (still, there’s literally no way for you to destroy my Tech III this turn). Good game!

Yeah, I couldn’t manage to get my tech 2 either because I had to keep trying to put stuff on the board.

There’s just nothing I could do to catch up, even if you didn’t have tech 3, you’ve 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 second… :wink:

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 – I’m 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 there’s only one Haste option available to mono-white before Tech II, and that’s Speed of the Fox for Setsuki. Since I wasn’t 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. I’m not sure what White does to prevent that, but it’s something to keep in mind.

For the ā€œfoggy 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, I’ve won my first game of RACE #3!