Green
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: 4
You may discard an Estate card. If you do, +4 Treasure. Otherwise, gain an Estate card. Action
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: 4
Gain a card costing up to 4 Treasure. If it is an... Action card, +1 Action Action
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: 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
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: 4
Worth 1 Victory point for every 10 cards in your deck (rounded down). Victory
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: 4
Set aside this and another card from your hand. Return them to your deck at the end of the game. Action Victory |
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Comments
I would consider replacing
I would consider replacing Village with Tribute here.
I think that Tribute would
I think that Tribute would also work well in this game. Especially since 4 of these cards are "dual-type" that will trigger multiple effects from the Tribute. Of course, if you replace the Village, it makes the purchase curve of this game increase since there is only one card costing 3 or less. Not a bad problem, just changes the dynamic of early game purchases.
Title should be
Title should be "Non-provincial"
How about adding Trade Route
How about adding Trade Route to just make this game psycho :)~
Also, add Vineyard (another Green)
Remove Ironworks and Village
my guess is that gardens
my guess is that gardens would dominate this board
The scout, combined with
The scout, combined with multiple +1 card, +1 action cards made this game really fun and unique in that I'm buying all kinds of victory cards early and often. Plus, all the green cards had a surprisingly pleasing affect on the eye. Well done and very much enjoyed.
WILL BE TRIED
WILL BE TRIED
How about "Silk road" instead
How about "Silk road" instead of "Duke"?
2P Take: Too fast. Game
2P Take: Too fast. Game always ends with Great Hall, Island, and Gardens gone. Ironworks makes things go quick.
Contemplating the following tweaks: minus Ironworks, Scout and Village. plus Sabatouer, Swindler and Thief.
The idea is to make going straight for the greens potentially painful. Other cards that can even it out?
2P Take: Too fast. Game
2P Take: Too fast. Game always ends with Great Hall, Island, and Gardens gone. Ironworks makes things go quick.
Contemplating the following tweaks: minus Ironworks, Scout and Village. plus Sabatouer, Swindler and Thief.
The idea is to make going straight for the greens potentially painful. Other cards that can even it out?
First time we got through
First time we got through three piles and ended the game. Good thing is that Duchy is used i.s.o. Province. It is difficult to get enough money to buy the bigger cards. I would suggest the Bank i.s.o. Scout.
First time we got through
First time we got through three piles and ended the game. Good thing is that Duchy is used i.s.o. Province. It is difficult to get enough money to buy the bigger cards. I would suggest the Bank i.s.o. Scout.
Love it. Worth saving
Love it. Worth saving