Misfit Adventure

Cellar
: 2

Discard any number of cards. +1 Card per card discarded.

Action
Conspirator
: 4

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

Action
Fortress
: 4

When you trash this, put it into your hand.

Action
Scavenger
: 4

You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.

Action
Laboratory
: 5
Action
Shanty Town
: 3

Reveal your hand. If you have no Action cards in hand, +2 Cards.

Action
Death Cart
: 4

You may trash an Action card from your hand. If you don't, trash this.
When you gain this, gain 2 Ruins.

Action
Looter
Militia
: 4

Each other player discards down to 3 cards in his hand.

Action
Attack
Band of Misfits
: 5

Play this as if it were an Action card in the Supply costing less than it that you choose. This is that card until it leaves play.

Action
Trading Post
: 5

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

Action
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Average: 8 (1 vote)

Comments

A couple of different

A couple of different strategies to play but comboing Shanty Town/Death Cart/Fortress (or BoM) seemed to be the best, esp. if you knew you could obtain a Ruined Market for the +Buy. What limits the game is the scarcity of +Buy cards, which prevents it from being an all-out arms race of Provinces. I'm thinking an Alt-VP card like Gardens or Feodum, in place of the "old school" Militia would create enough of a constraining force to slow the game down enough. Militia played early and ofdten was more of an annoyance than an effective controlling force.