There’s the big bad flyer… We’ll have to see what we can do about that!
We actually missed Drakk damage on your base on turn 6 BTW, so that with the Crash Bomber damage has your base on 16 right now. May end up being relevant, we shall see
Link to all relevant rule changes
XCAFS2022 Round 2 Player 2, Turn 7
P2 Blood/Bashing/Present vs P1 Growth/Future/Past
Starting Hand
Temporal Distortion
Tricycloid
Hyperion
Charge (techn)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- no techs
All Teched Cards
Research and Development, Kidnapping
War Drums, Crash Bomber
Kidnapping, Argonaut
Hyperion, Temporal Distortion
Crash Bomber, Tricycloid
Main:
- Drakk + level 2 (8)
- Tricycloid, spin down Prynn and Water Elemental, Drakk midbands, I get my Argo back (3)
- Charge Argo, kills Arg takes 2, Drakk maxbands (1)
- Tech lab Bashing (0)
Workers
Makeshift Rambaster, Scorch, Bloodburn, Careless Musketeer
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 PRESENT
- Tech Lab HP: 4 BASHING
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drakk (3/4 lvl 6)
- Argonaut (3/2)
- Tricycloid (3/3)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 9
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
War Drums
Mad Man
Bombaster
Bloodrage Ogre
End of Turn Discard
My Thoughts
Well hopefully I can force a choice here. Take the tech 2 and prevent a hyperion, kill Tric and prevent TD, or kill Drakk and prevent maxband threat. Hopefully Whit chooses wrong as War Drums is the thing we’re drawing into, not much else. I spose I will Tech Lab to try to make that look a little juicier, and tech up next turn if it’s Drakk who gets the axe. Trojan Duck may be my out to end