Long post incoming
And I like to repeat myself - I still think a further nerf to Garrison is needed!
PS: I really wanted to get peace going without Garrison, but sets surviving was too unlikely. Hence, I had to adjust
XCAFS24 round 2 P1T6
P1 [Discipline]/Ninjutsu/Peace vs. P2 [Fire]/Anarchy/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Flagstone Spy (3/3)
Flagstone Spy (3/3)
STARTING HAND
Drill Sergeant (3/3)
Aged Sensei (1/1)
Overeager Cadet (2/2)
Fox Viper (2/1)
Grappling Hook
Sparring Partner (2/2)
Snapback
Drill Sergeant (3/3)
Sparring Partner (2/2)
Flagstone Garrison (4)
Smoker (1/1)
Overeager Cadet (2/2)
Flagstone Spy (3/3)
Flagstone Spy (3/3)
WORKERS
Morningstar Flagbearer (2/2)
Safe Attacking
Fox Primus (2/2)
Sensei’s Advice
Savior Monk (2/2)
Grappling Hook
NextHand
Flagstone Spy (3/3)
Fox Viper (2/1)
Snapback
Flagstone Garrison (4)
Flagstone Spy (3/3)
Tech 2 card(s)
scavenger gold and technician RS 7 draw 1 before tech - ($1)
Get Paid + float - ($11)
DS, draw - ($8)
cadet, draw, rune #1
DS, draw, rune #2 - ($5)
Spartner, draw, runes #4 - ($4)
Spartner, draw, runes #6 - ($3)
aged sensei, draw, runes #8 - ($2)
cadet, RS 2 draw 1, runes #10
smoker, draw, runes #12 - ($1)
redistribute runes
worker - ($0)
Float ($0)
Discard 5, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Drill Sergeant (10/10)+++++++
Elite: Overeager Cadet (3/3)+
Scavenger: Sparring Partner (3/3)+
Technician: Overeager Cadet (3/3)+
Lookout: Sparring Partner (3/3)+
In Play:
- Flagstone Garrison (4)
- Drill Sergeant (4/4)+
- Aged Sensei (1/1)
- Smoker (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
that patrol clear was unexpected, but saves me a lot of trouble as now the engine is up and running and even a detonate won’t hurt anymore