Location, Location, Location

Great Hall
: 3
Action
Victory
Baron
: 4

You may discard an Estate card. If you do, +4 Treasure. Otherwise, gain an Estate card.

Action
Island
: 4

Set aside this and another card from your hand. Return them to your deck at the end of the game.

Action
Victory
Duke
: 5

Worth 1 Victory point per Duchy you have.

Victory
Harem
: 6
Treasure
Victory
Trade Route
: 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
Gardens
: 4

Worth 1 Victory point for every 10 cards in your deck (rounded down).

Victory
Contraband
: 5

When you play this, the player to your left names a card. You can't buy that card this turn.

Treasure
Tribute
: 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
Treasure Card, +2 Treasure
Victory Card, +2 Cards

Action
Nobles
: 6

Choose one: +3 Cards; or +2 Actions.

Action
Victory
This game was custom designed
None
Login or register to tag items
7
Average: 7 (1 vote)

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.