Orange

Haven
: 2

Set aside a card from your hand face down. At the start of your next turn, put it into your hand.

Action
Duration
Fishing Village
: 3

At the start of your next turn:
+1 Action
+1 1 Treasure

Action
Duration
Throne Room
: 4

Choose an Action card in your hand. Play it twice.

Action
Merchant Ship
: 5

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

Action
Duration
Tactician
: 5

Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.

Action
Duration
Lighthouse
: 2

Now and at the start of your next turn: +1 Treasure.

While this is in play, when another player plays an Attack card, it doesn't affect you.

Action
Duration
Caravan
: 4

At the start of your next turn, +1 Card.

Action
Duration
Explorer
: 5

You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.

Action
Outpost
: 5

You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.

Action
Duration
Wharf
: 5

Now and at the start of your next turn:

+2 Cards
+1 Buy

Action
Duration
This game was custom designed
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6.64286
Average: 6.6 (14 votes)

Comments

This is fairly complex in

This is fairly complex in terms of strategy, definitely not a beginner game as the bookkeeping becomes a nightmare.

Duration cards made for some

Duration cards made for some truly burly Tactician turns.

TURNS: 1)fishing village,

TURNS: 1)fishing village, 2)caravan, 3)throne room, 4)wharf, 5)merchant ship, 6)merchant ship, 7)fishing village, 8)merchant ship, 9)province, 10)haven, 11)province + haven, 12)tactician, 13)province, 14)merchant ship, 15)province + haven, 16)duchy + estate, 17)estate + province... for the win.

Early wharf gave a big advantage. Never bought any money to dilute my deck. Havens to sort, merchant ship and fishing village to escalate money production, wharf, caravan, haven and tactician to draw most of my unused deck each turn, wharf and tactician for extra buys, If I had it to do over, I would not have bought the throne room.

oh yeah, that was 2 player

oh yeah, that was 2 player game

I just tried the not buying

I just tried the not buying money strat and it worked. the game was close but I won. Skipped tactician and haven altogether. I did buy a few too many lighthouses but my 3+ throne rooms worked wonders.

Very good game, and great

Very good game, and great heads up on the not buying any treasure!!

Very good game, and great

Very good game, and great heads up on the not buying any treasure!!

This was a fun one! Will

This was a fun one! Will definitely try it again.

The tactican is a good card

The tactican is a good card if your hand is bad. When your hand is good, the tactican is bad. With this set you can generate a good hand almost every time. So no one needs a tactican in his deck. This set was fun.

Actually, since you can

Actually, since you can generate large amounts of virtual money (merchant ship, fishing village, lighthouse), it is probably a good idea to play double-tactician, where you play a tactician every turn.

Actually, since you can

Actually, since you can generate large amounts of virtual money (merchant ship, fishing village, lighthouse), it is probably a good idea to play double-tactician, where you play a tactician every turn.

While double tac is strong, a

While double tac is strong, a wharf engine (with Fishing Villages) is also very strong. I'd love to see how they compare.

Was a lot of fun with two

Was a lot of fun with two players. Good to keep in mind that tactician doesn't work well with throne room since you still just get +5, not +10.