Well I honestly don’t see the point in breaking your tech 2… better to reduce your board… I think…
XCAFS23 round 7 part 2 P1T8
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Maestro (3/5)
STARTING HAND
Immortal (5/5)
Hyperion (4/1)
Feral Strike
Nimble Fencer (2/1)
Tricycloid (5/5)**
Bloom
WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
Bloom
NextHand
Feral Strike
Ready or Not
Temporal Distortion
Hyperion (4/5)
Temporal Distortion
Discard
Feral Strike
Research & Development
Maestro (3/5)
Immortal (5/5)
Nimble Fencer (2/1)
Hyperion (4/1)
Tech 2 card(s)
Get Paid - ($11)
midband max to discard & draw - ($9)
maxband Max flicker Tric - ($7)
ping scavenger twice
second tric from hand kills your scav - ($2)
worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Nimble Fencer (2/3)
Elite: Tenderfoot (1/2)
Scavenger: Tricycloid (4/4)*
Technician: Tricycloid (4/4)*
Lookout:
In Play:
- Max (3/4, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 12
Thoughts
well, my discard draw hope for TD got neglected, so I’m taking this route… this Cal kill really was important for him. it’s a shame that he had it so easily without even offering up max for my two available trics