Actions are an end in itself

Chapel
: 2

Trash up to 4 cards from your hand.

Action
Swindler
: 3

Each other player trashes the top card of his deck and gains a card with the same cost that you choose.

Action
Attack
Bridge
: 4

All cards (including cards in players' hands) cost 1 Treasure less this turn, but not less than 0 Treasure.

Action
Scout
: 4

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Action
Minion
: 5

Choose on: +2 Treasure, or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.

Action
Attack
Moat
: 2

When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.

Action
Reaction
Village
: 3
Action
Conspirator
: 4

If you've played 3 or more Actions this turn (counting this); +1 Card, +1 Action.

Action
Throne Room
: 4

Choose an Action card in your hand. Play it twice.

Action
Upgrade
: 5

Trash a card from your hand. Gain a card costing exactly 1 Treasure more than it.

Action
This game was custom designed
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7.25
Average: 7.3 (4 votes)

Comments

Looks interesting.

Looks interesting.

My intend was to use the

My intend was to use the conspiracy but after re-playing it, it turned out to be quickly spoiled by the swindler and lacking of +1 action card. So I will create a new game, replacing swindler by spy, moat by laboratory, scout by cellar. It allows an all-actions strategy which is quite fun.
Buy in this order:
spy, silver
then chapel/laboratory or again bridge/chapel
then get rid of copper and domains, buy other spies and laboratories.
then you can start buying conspirators which should turn into a +2 +1 card +1 action every turn.
At turn 12 or so, you should be able to buy 2 provinces by turn.