well, obviously the risk was worth it, as it recovered your hand
now let’s escalate it to the next level: the tech 2 present mirror
XCAFS23 round 3 part 1 P2T4
P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Immortal (5/5)
Immortal (5/5)
STARTING HAND
Brick Thief (2/1)
Timely Messenger (1/1)
Tenderfoot (1/2)
Helpful Turtle (1/2)
Spark
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Spark
NextHand
Timely Messenger (1/1)
Helpful Turtle (1/2)
Older Brother (2/2)
Immortal (5/5)
Tenderfoot (1/2)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
River - ($7)
Tech 2 - ($3)
messenger + Cal trade your Cal - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: River (2/4, lvl3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 2
- Workers: 9
Thoughts
yeah well, that tower was the only line that prevented a maxband cal with the threat of tric looming. I’m in front wrt gold, so let’s try to capitalize on that and tech expensive units.