Interesting Tech1 skip…
XCAFS23 R4Part2: Player 1, Turn 3
P1 Miracle Grow vs P2 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Charge
Mad Man
Pillage
Careless Musketeer
Bombaster
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
- Arg (4)
- Mad Man (3)
- Nautical Dog and Mad Man hits base to 17
- Worker (2)
Workers
Careless Musketeer, Bloodburn, Scorch
Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
Base HP: 20
- Tech1 HP: 5
In Patrol:
Squad Leader: Arg (1/3a lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Wisp (0/1)
- Mad Man (1/1)
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
End of Turn Hand
Gunpoint Taxman
Makeshift Rambaster
Bird’s Nest
Bloodrage Ogre
Bombaster
End of Turn Discard
My Thoughts
Taking a risk and floating 2 here, we’ll see how that goes