Permaculture
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: 2
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack. Action Reaction |
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: 3
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck. Action
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: 4
Set aside this and another card from your hand. Return them to your deck at the end of the game. Action Victory |
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: 5
Now and at the start of your next turn: +2 Treasure. Action Duration |
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: 2
Trash this card. Put an Embargo token on top of a Supply pile. When a player buys a card, he gains a Curse card per Embargo token on that pile. Action
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: 4
Worth 1 Victory point for every 10 cards in your deck (rounded down). Victory
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: 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 |
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Comments
Oddly cheap deck, and with no
Oddly cheap deck, and with no attack cards, the moat was kind of worthless. However, there were two competing strategies, the Gardens stockpiling vs the thin-out-the-deck
Chapel. No extra buys made things difficult. All around an interesting game that was a lot of fun... my favorite of the day. Generated via shuffling the original and Seaside randomizer decks.
This deck blows! Wow, what a
This deck blows! Wow, what a whole bunch of not fun at all.
The Moat, Chapel, Lookout and
The Moat, Chapel, Lookout and Embargo were mostly worthless in this game. It was basically pretty boring, I won using a "money only" strategy.
Moat and lookout aren't
Moat and lookout aren't amazig but chapel seems like the main strategy, you can get islands to set aside the chapel after you're done trashing all your estates and coppers,(and also vp cards you buy) you can use bazaars and merchant ships for your income and use outpost to take a slightly weaker turn where you either get to play merchant ship or you prosper from previous ones. although the rest of the cards are kinda useless.