XCAFS23 round 3 part 2 P1T4
P1 [Finesse]/Feral/Present vs. P2 [Feral]/Present/Discipline
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Grounded Guide (4/4)
Temporal Distortion
STARTING HAND
Spark
Timely Messenger (1/1)
Helpful Turtle (1/2)
Temporal Distortion
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Wither
Spark
NextHand
Maestro (3/5)
Temporal Distortion
Bloom
Brick Thief (2/1)
Tenderfoot (1/2)
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
midband Cal - ($5)
Tech 2 - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Older Brother (2/1)
- Elite:
- Scavenger:
- Technician: Nimble Fencer (2/1)
- Lookout: Nimble Fencer (2/1)
In Play:
- cal (3/4, lvl3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
Thoughts
my first reaction was: yeah, let’s clear the board and still have a fencer in technician - instant win, as I don’t see him teching SPartner+tric in T2. second impression was: hmmm, didn’t see the RS 6 draw 1… if that is a tric in his hand… uargs! so I’m playing against the 33% worst case scenario of a tech 2 unit in his hand and I’m sooo going to bite me in my own ass in case he missed these 33%