Wow, that’s been an expensive tech break! Tbh I expect this huge gold difference to become neck breaking…
XCAFS23 round 8 part 1 P2T6
P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Maestro (3/5)
Research & Development
STARTING HAND
Feral Strike
Temporal Distortion
Timely Messenger (1/1)
Helpful Turtle (1/2)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Wither
Older Brother (2/2)
Helpful Turtle (1/2)
NextHand
Bloom
Hyperion (4/5)
Feral Strike
Nimble Fencer (2/2)
Tech 2 card(s)
technician draw
Get Paid + scav - ($11)
Worker - ($10)
messenger - ($9)
tech lab - ($8)
immortal kills SL
Cal kills Max, you draw
rebuild tech 2
Float ($8)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Timely Messenger (1/1)
Lookout:
In Play:
- Cal (4/2, lvl5)
- Immortal (5/2)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Present)
Tech Lab HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 8
- Workers: 11
Thoughts
that tech break really is unfortunate but the cost of taking immortal from the board and also a worker skip seems overly expensive for him…