What a weird game… I was completely lost, then I felt comfortable again, now you need a bad hand in order for me to stay in the game.
But regardless of how this ends: this game is awesome!
And just maybe somewhen I’ll be able to spend all that gold
XCAFS24 round 1 P2T8
P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Earthquake
Timely Messenger (1/1)
Tenderfoot (1/2)
Vigor Adept (5/5)
Older Brother (2/2)
Wither
WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bird’s Nest
NextHand
Reversal
Bird’s Nest
Training Grounds (4)
Hero’s Monument (6)
Discard
Wither
Brick Thief (2/1)
Vigor Adept (5/5)
Earthquake
Tech 0 card(s)
Draw 2 cards from Sets
Get Paid + float - ($15)
Wither River - ($13)
Messenger - ($12)
brother - ($10)
tenderfoot - ($9)
thief suicides into SL, pings your base, my base to 14
sets swiftly kills SL
birds kill Garth
hh, my base takes 2 - ($7)
rebuild tech 2
Float ($7)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite: Timely Messenger (1/1)
Scavenger:
Technician: Older Brother (2/2)
Lookout:
In Play:
- Training Grounds (4)
- bird #1 (1/1)
- bird #2 (1/1)
- Sets (3+1/4, lvl6)
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tech III HP: 0
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 4
Gold:
- Gold: 7
- Workers: 10
Thoughts
doesn’t look as bad as I initially expected after seeing his turn. ok, he has so many threats, especially with him obviously having a fencer left in his last 7 cards and probably also a guide and Det, but still… it’s not game over yet.
Toughest decision here: leave tower which would be awesome against his fencers if he does not have a guide and probably will be required again whenever there’s a maxband Vandy floating around which I’m not able to directly kill. Or go for more hero access while putting my base’s health in critical range… Puh…