[XCAFRR19 Round1] NekoAtl [Discipline]/Necromancy/Law vs Nopethebard [Discipline]/Strength/Finesse

P2t5

Hand

Aged Sensei
Earthquake
Earthquake
Morningstar Flagbearer
Grappling Hook

Worker

Morningstar Flagbearer

Tech

Colossus 2x

Get paid ($8)
Worker ($7)
Hire Aged Sensei ($7)
Hire Rook ($5)
River kills Savior Monk
Rambasa Twin safely kills Sparring Partner
Midband Rook ($1)
Float 1 gold

Squad leader: Rook (3/5)
In play: River (3/2) Rambasa Twin (3/1) Aged Sensei (1/1)

Base: 20
Tech 1: 5
Tech 2: 5
9 workers

Hand: 5
Deck: 1
Discard: 5

New Hand

Doubling Barbarbarian
Doubling Barbarbarian
Snapback
Savior monk
Smoker

Thoughts

Double Doubling Barbarbarians? Snapback shenanigans? Weā€™ll see.

P1T6


Tech StartingHand Workers

TECH
Martial Mastery
Injunction


STARTING HAND
Grappling Hook
Sparring Partner
Injunction
Rambasa Twin


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Senseiā€™s Advice
Injunction


NextHand

Savior Monk
Snapback
Martial Mastery
Sparring Partner
Injunction


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Garth Torken, maxband, raise Mind-Parry Monk - ($1)
Skeleton - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: L7 Garth Torken (3/4)
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Mind-Parry Monk (5/4) Anti-target aura

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

What a mess. But at least I can summon heroes again.

P2t6

Hand

Doubling Barbarbarian
Doubling Barbarbarian
Snapback
Savior monk
Smoker

No worker

Tech

Whitestar Grappler and Birdā€™s nest

Get paid + float ($9)
Rambasa Twin safely kills skeleton
Aged Sensei safely kills Aged Sensei
Maxband Rook ($6)
Rook kills Mind Parry monk
Snapback Garth ($3) bring in Grave
River trades with Grave. Levels fizzle
Hire Doubling Barbarbarian ($0)

Squad leader: Doubling Barbarbarian (3/5)
In play: Rook (4/1)+ Aged Sensei (1/1)

Base: 20
Tech 1: 5
Tech 2: 5
8 workers

Hand: 5
Deck: 7
Discard: 0

New Hand

Earthquake
Colossus
Snapback
Grappling hook
Sparring Partner

Thoughts

Discipline would have been a better tech 2. Whatever.
His options are:

  1. Spend 6 gold on a Snapback and do little else (assuming he has it)
  2. Try to fight Maxband Rook and a Doubling Barbarbarian side by side as I either Earthquake or put up a colossus.
1 Like

P1T7


Tech StartingHand Workers

TECH
Insurance Agent
Insurance Agent


STARTING HAND
Snapback
Sparring Partner
Savior Monk
Martial Mastery
Injunction
Rambasa Twin


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Senseiā€™s Advice
Injunction


NextHand

Rambasa Twin
Training Grounds
Martial Mastery
Sparring Partner
Grappling Hook


Discard

Aged Sensei
Mind-Parry Monk
Snapback
Injunction
Savior Monk
Martial Mastery
Insurance Agent
Insurance Agent


Tech 2 card(s)
Get Paid - ($10)
Sparring Partner - ($9)
Bigby Hayes - ($7)
Expensive Snapback, replace Rook with River - ($3)
Injunction, Tech II disabled - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Bigby Hayes (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Itā€™s a bit risky, but Iā€™ll commit to using Agents, because I need an economic advantage to turn this around. Stashing the Twin towards that end.

1 Like

Well then! I guess I have to cheese
P2t8

Hand

Earthquake
Colossus
Snapback
Grappling hook
Sparring Partner

Worker

Earthquake

Tech

Martial Mastery and Reversal

Get paid ($8)
Worker ($7)
Cast Grappling Hook ($7) move Sparring Partner to Lookout
Hire Grave ($5)
Tap Aged Sensei to give River +1/+1
River Kills Bigby. Grave midbands
Maxband Grave ($3)
Float 3 gold

Squad leader: Grave (4/5)
In play: River (2/2) Doubling Barbarbarian (3/5) Aged Sensei (1/1) Safe Attacking; Rambasa Twin (3/1)

Base: 20
Tech 1: 5
Tech 2: 5
9 workers

Hand: 5
Deck: 2
Discard: 6

New Hand

Birdsā€™ nest
Ardraā€™s Boulder
Smoker
Savior monk
Colossus

Thoughts

Earthquake was a mistake.

P1T8


Tech StartingHand Workers

TECH
Tax Collector


STARTING HAND
Rambasa Twin
Training Grounds
Sparring Partner
Martial Mastery
Grappling Hook
Tax Collector
Tax Collector
Insurance Agent
Insurance Agent


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Senseiā€™s Advice
Injunction


NextHand

Snapback
Tax Collector
Savior Monk


Discard

Insurance Agent


Tech 1 card(s)
Get Paid + Scavenger - ($11)
Grave Stormborn - ($9)
Martial Mastery - ($8)
Tax Collector steals $1 - ($7)
Training Grounds - ($6)
Sparring Partner trains Collector
Rambasa Twin - ($2)
Tech Lab: Law - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector (3/4A) [1+]
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds (4)
  • L1 Grave Stormborn (2/3) Sparkshot
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 1

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

Gonna fish for the Tax Collector in my deck and who knows what elseā€¦ and I was hoping that something would be anything except the Insurance Agent that it was.

1 Like

Grave maxbands at 7. I only see 2 levels from Bigby and 2 paid for

1 Like

Okay. I guess no floated gold for me

With injunction, you could not have hired Grave while river lived.

4 Likes

Should we proceed as-is at this point?

Thatā€™s a question for @FrozenStorm

1 Like

I think one turn played after is typically not too far to be rewound to the point of error, but I will leave it up to @Nekoatl whether they would like to play through or have @Nopethebard re-do their turn 7

1 Like

The usual standard, in the blurb of rules, is to rewind as the first resort, unless too much information and choices have been revealed.

1 Like

Indeed. My general heuristic for ā€œtoo much information revealedā€ is two to three player posted ā€œhalvesā€ of a turn after the mistake.

Here it is just one turn played after the mistake. Not too far, and thus Iā€™d suggest to rewind.

I also think rewind is best in this case.

2 Likes

Iā€™ll get on that tomorrow. Sorry about this.

Happens to us all @Nopethebard, donā€™t sweat it!

1 Like

@Nekoatl
Iā€™m missing a card. Iā€™m reconstructing the deck cycle manually and the record says Iā€™m one card short, but I have no idea what it could be. Iā€™ve checked worker records, tech records, etc as well. What should I do?

It looks like maybe you lost track of your safe attacking. I see it missing inexplicably on turn 5

But then you listed it on your most recent so not sure

1 Like

I have that listed.