looks like you’re planning to not having to use your hand at all in order to spend your gold from now on… But let’s put some more pressure on the table.
XCAFS24 round 5 P1T6
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Injunction
Scribe (1/3)
STARTING HAND
Bloom
Granfalloon Flagbearer (2/2)
Boot Camp
Justice Juggernaut (4/6)
Insurance Agent (2/2)
Brick Thief (2/1)
Injunction
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Brick Thief (2/1)
NextHand
Helpful Turtle (1/2)
Insurance Agent (2/2)
Scribe (1/3)
Discard
Boot Camp
Nimble Fencer (2/1)
Bloom
Injunction
Tech 2 card(s)
discard #4, then draw
Get Paid - ($9)
second juggernaut - ($3)
boot camp fresh juggernaut, rs 9, draw 1, boot camp to discard - ($2)
Agent, insures my fencer - ($1)
Fencer suicides in your SL, draw 1 - ($3)
bloom old juggernaut - ($1)
old juggernaut breaks your tech 2
worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader: Insurance Agent (2/2)
Elite:
Scavenger:
Technician: Oni (4/2, lvl8)
Lookout:
In Play:
- Justice Juggernaut (5/7)+
- Justice Juggernaut (5/7)+
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
Thoughts
very lucky discard, then a bit unfortunate draws, but I won’t complain with this now awesome situation I’m in…
after already having drawn my first card I realized that I would have preferred another sequence: insuring imp, juggernaut killing imp, boot camping Executioner, fencer trading skel and oni breaking tech 2 and playing a new bloomed juggernaut. But well, too late!