Lol ![]()
I must confess that I did not consider tech skip with this codex of yours. Really was afraid of you floating a lot to go Argo + tech 2 in turn 3 followed by a Hyperion fetch in t4. Now show me your alternative game plan!
XCAFS24 round 7 P1T3
P1 [Finesse]/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Leaping Lizard (3/5)
Dark Pact
STARTING HAND
Bloodburn
Nautical Dog (1/1)
Makeshift Rambaster (1/2)
Pillage
Nimble Fencer (2/3)
WORKERS
Scorch
Charge
Bloodburn
NextHand
Nimble Fencer (2/3)
Careless Musketeer (2/1)
Bombaster (2/2)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
fencer - ($3)
troq - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Nimble Fencer (2/3)
Elite:
Scavenger: Troq (2/3, lvl1)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
ok, tech skip… that really was unexpected! the only question now is: sharks, LB or standard (delayed) present tech 2 plan? I’m inclined to vote against sharks with Zane almost dead and my vast haste options, but I don’t want to bet a lot on that guess… on the other hand that would be another tech skip… hmmm… either way, I have to tech a lot more defensively than I originally wanted to…