Why should I pay 5 gold for two tech 1 units if I can pay 8 instead?
XCAFS23 round 2 part 2 P2T5
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Temporal Distortion
STARTING HAND
Hyperion (4/5)
Helpful Turtle (1/2)
Feral Strike
Bloom
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
NextHand
Hyperion (4/5)
Feral Strike
Spark
Tenderfoot (1/2)
Discard
Feral Strike
Huntress (3/3)
Huntress (3/3)
Nimble Fencer (2/3)
Bloom
Hyperion (4/5)
Research & Development
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($10)
boosted feral strike: search & play fencer+argonaut - ($2)
fencer kills rook
Cal breaks tech 2
turtle - ($0)
rebuild tech 2
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader: Helpful Turtle (1/2)
Elite:
Scavenger: Argonaut (3/4)
Technician:
Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 8
Gold:
- Gold: 0
- Workers: 9
Thoughts
ok, this sucks just as well. I’m expecting sharks next turn, but still want to get rid of his rook as well as his tech2… that’s obviously spreading my ressources very thinly