Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
At the start of your next turn:
+1 1 Treasure
Choose an Action card in your hand. Play it twice.
Now and at the start of your next turn: +2 Treasure.
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.
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.
At the start of your next turn, +1 Card.
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.
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.
Now and at the start of your next turn:
This is fairly complex in terms of strategy, definitely not a beginner game as the bookkeeping becomes a nightmare.
Duration cards made for some truly burly Tactician turns.
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 game
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 heads up on the not buying any treasure!!
This was a fun one! Will definitely try it again.
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 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 wharf engine (with Fishing Villages) is also very strong. I'd love to see how they compare.
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.
As you might anticipate, this is a query that provides important weight as there are many individuals who have this situation, which is not only annoying (itchiness, dryness) but can be cause for discomfort.
This was a fun board and played more smoothly than I'd expected with all the Duration cards.
I got into a nice rhythm of Fishing Village / Lighthouse / Wharf to pick up some small-ish buys, setting up monster 10+ coin Tactician turns in the process.