Lol, the turn was illegal without tech 2 being up. I’ll have to redo
not that it really matters, but let’s bring this to a proper end without doing illegal things…
XCAFS24 FINALS part2 P1T7
P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
Spectral Hound (3/3)
STARTING HAND
Bombaster (2/2)
Feral Strike
Makeshift Rambaster (1/2)
Tricycloid (3/3)
Scorch
Huntress (3/3)
WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage
Charge
Bloodrage Ogre (3/2)
Scorch
NextHand
Feral Strike
Temporal Distortion
Nautical Dog (1/1)
Temporal Distortion
Now!
Tech 2 card(s)
technician draw
Get Paid - ($9)
Immortal kills Guide and resets, fencer dies
Cal breaks tower, takes one, base to 18
Tric breaks tech 2, base to 16
Hyperion breaks tech 1, base to 14, I draw
MSR suicides into Starlet - ($7)
huntress - ($5)
Worker - ($4)
rebuid tech 2
Float ($4)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader: Huntress (3/3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Cal (4/3, lvl5) [resist 1 for all my units]
- Immortal (5/5)
- Tricycloid (3/2)
- Hyperion (4/1)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 4
- Workers: 10
I’m just going to concede here @zango, there isn’t anything I can do to stop you rolling over me this next turn. Too much threat!
Then I’ll just come back to my statement above
I’m really looking forward to our fun continuation of this series, whenever it suits you
Who would be P2 for that last game? They will need to start off the draft right?