One Time at Bandit Camp

Pawn
: 2

Choose two: +1 Card; +1 Action; +1 Buy; +1 Treasure.

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
Marauder
: 4

Gain a Spoils from the Spoils pile. Each other player gains a Ruins.

Action
Attack
Looter
Junk Dealer
: 5

Trash a card from your hand.

Action
Trading Post
: 5

Trash 2 cards from your hand. If you do, gain a Silver card; put it into your hand.

Action
Hermit
: 3

Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure.
Gain a card costing up to 3 Treasure.
When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.

Action
Conspirator
: 4

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

Action
Bandit Camp
: 5

Gain a Spoils from the Spoils pile.

Action
Rogue
: 5

If there are any cards in the trash costing from 3 Treasure to 6 Treasure, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Treasure to 6 Treasure, and discards the rest.

Action
Attack
Nobles
: 6

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

Action
Victory
This game was custom designed
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7
Average: 7 (5 votes)

Comments

Pretty good, but attack decks

Pretty good, but attack decks are real tough to play with this setup when the opponent can amass cards/actions/nobles/spoils

Fun with few cards --- We had

Fun with few cards --- We had a fun game with this one. Conspirator and Nobles emptied fast, Marauder emptied Ruins quickly, and Swindler emptied the curses quickly. The downside was, Hermit, Rogue, Junk Dealer, and Trading Post were not used very much. Pawn was helpful to move through the deck and use the extra buy. Maybe it would have been different if we had started with Estates instead of Shelters. The +2 actions from Necropolis really helped card-chaining until enough Conspirators were amassed.