That’s been an unexpected use of all your gold… Let’s see whether I can profit from that passive play of yours (unless it was a rouse and you have double fencers in hand )
XCAFS23 round 5 part 1 P1T3
P1 [Finesse]/Feral/Present vs. P2 [Finesse]/Peace/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
Feral Strike
STARTING HAND
Helpful Turtle (1/2)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Older Brother (2/2)
Spark
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
NextHand
Tenderfoot (1/2)
Nimble Fencer (2/3)
Bloom
Wither
Brick Thief (2/1)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
fencer & tenderfoot trade SL - ($3)
midband Cal kills Oni, you gain 1, Cal maxbands - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
this looks like a Garrison setup with 40% probability to have it ready and in hand T4. Hence, I take the risk of double fencer+messenger/tenderfoot tech break for my otherwise almost guaranteed tech 2 feral strike in T5