Supply Burnout
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: 3
Gain a copy of a card costing up to 6 Treasure that the player to your right gained on his last turn. Action
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: 4
All cards (including cards in players' hands) cost 1 Treasure less this turn, but not less than 0 Treasure. 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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: 4
Trash a card from your hand. + victory tokens equal to half its cost in coins, rounded down. Each other player may trash a card from his hand. Action
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: 4
Gain a card costing up to 4 Treasure. If it is an... Action card, +1 Action Action
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: 4
While this is in play, when you buy a card costing 4 treasure or less that is not a Victory card, gain a copy of it. Treasure
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: 5
If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 treasure and +1 Buy. Action
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Comments
The idea behind this setup is
The idea behind this setup is to maximize the chances of the three supply empty victory condition. Ironworks, Smugglers, and Talisman help drain the piles quickly. There can be a lot of crazy chaining with Throne Room, Ironworks, Island, and Great Hall. Effective use of the Bishop often swings victory, as can use of the Smugglers card or an extra Province. There are many tough choices to make. This game tends finish with fewer turns than a typical game so you have to move quickly to rack up victory points.
This is an awesome game!
This is an awesome game! Quite fast-paced and fun!
great game that can end
great game that can end quickly. Many different strategies.
We loved this game! All
We loved this game! All sorts of great combos. It's nice to have a game that ends with supply depletion instead of the standard Province grab.