Absolutely true, if you don’t want to go down on cards, which you don’t want if you go for the tech rush into Garrisons, that’s probably a decent move. In my calculations on what you might do it just didn’t occur to me to go for the tower. I probably would have saved up some money, but then my fencer would have survived etc etc… Hard to say what would have been better.
XCAFS23 round 5 part 1 P1T4
P1 [Finesse]/Feral/Present vs. P2 [Finesse]/Peace/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Tricycloid (3/3)
Temporal Distortion
STARTING HAND
Bloom
Wither
Nimble Fencer (2/3)
Brick Thief (2/1)
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Bloom
NextHand
Helpful Turtle (1/2)
Feral Strike
Timely Messenger (1/1)
Feral Strike
Nimble Fencer (2/3)
Discard
Brick Thief (2/1)
Wither
Tenderfoot (1/2)
Tricycloid (3/3)
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Fencer - ($5)
tech 2 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite: Nimble Fencer (2/3)
Scavenger:
Technician:
Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 5
Gold:
- Gold: 1
- Workers: 8
Thoughts
so let’s see whether he hit the 33% garrison. as I expect the cadet to suicide, I’m putting fencer in elite to increase the chance for the fencer to survive as river will then only attack if he did not draw the garrison (…probably)