Hinterlanding

University
: 2

You may gain an Action card costing up to 5 treasure.

Action
Smugglers
: 3

Gain a copy of a card costing up to 6 Treasure that the player to your right gained on his last turn.

Action
Jack of all Trades
: 4

Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in hand.
You may trash a card from your hand that is not a Treasure.

Action
Ill-Gotten Gains
: 5

When you play this, you may gain a Copper, putting it into your hand.
When you gain this, each other player gains a Curse.

Treasure
Rabble
: 5

Each other player reveals the top 3 cards of his deck, discards the revealed Action and Treasures, and puts the rest back on top in any order he chooses.

Action
Attack
Great Hall
: 3
Action
Victory
Ironmonger
: 4

Reveal the top card of your deck; you may discard it. Either way, if it is an...
Action card, +1 Action
Treasure card, +1 Treasure
Victory card, +1 Card.

Action
Embassy
: 5

Discard 3 cards.
When you gain this, each other player gains a Silver.

Action
Merchant Ship
: 5

Now and at the start of your next turn: +2 Treasure.

Action
Duration
Forge
: 7

Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.

Action
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Comments

This game has several

This game has several important hinterlands cards: Ill Gotten Gains is a very strong rush strategy, but Jack of All Trades can Trash those curses, as well as work a very strong strategy. What would you do on this setup?