Location, Location, Location
![]() |
![]()
: 4
You may discard an Estate card. If you do, +4 Treasure. Otherwise, gain an Estate card. Action
|
![]()
: 4
Set aside this and another card from your hand. Return them to your deck at the end of the game. Action Victory |
![]() |
![]() |
![]()
: 3
+1 treasure per token on the Trade Route mat. Trash a card from your hand. Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, you move the token to the Trade Route mat. Action
|
![]()
: 4
Worth 1 Victory point for every 10 cards in your deck (rounded down). Victory
|
![]()
: 5
When you play this, the player to your left names a card. You can't buy that card this turn. Treasure
|
![]()
: 5
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions Action
|
![]() |
- Login or register to post comments
- Played 1 timesLogin to flag as played
Comments
How will you deal with the
How will you deal with the overwhelming amount of obvious strategies littering your path?
Ran 3 2-player games. Trade
Ran 3 2-player games.
Trade Route can get to the point that it gives you at least a Province (or almost a full Colony if you play with it). There's the temptation to buy other cards instead when you've got the big money but, unless you're taking the Duke/Duchy strategy in a non-Colony game, that's probably not the wisest choice.
This one's a bit of a pain to set up and count points but pretty fun.
Next time we try this I might swap Scout in place of Gardens for one less box to open and I think Scout would balance the set by making Great Hall and Tribute a little more valuable for triggering big hands while taming the Trade Route rush down a little.