Voyage of a Madman

Poor House
: 1

Reveal your hand. -1 Treasure per Treasure card in your hand, to a minimum of 0 Treasure.

Action
Hermit
: 3

Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure.
Gain a card costing up to 3 Treasure.
When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.

Action
Bridge
: 4

All cards (including cards in players' hands) cost 1 Treasure less this turn, but not less than 0 Treasure.

Action
Caravan
: 4

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

Action
Duration
Sea Hag
: 4

Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.

Action
Attack
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
Village
: 3
Action
Bureaucrat
: 4

Gain a Silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).

Action
Attack
Island
: 4

Set aside this and another card from your hand. Return them to your deck at the end of the game.

Action
Victory
Rogue
: 5

If there are any cards in the trash costing from 3 Treasure to 6 Treasure, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Treasure to 6 Treasure, and discards the rest.

Action
Attack
This game was randomly generated
7
Average: 7 (2 votes)

Comments

Caravan was the first to go

Caravan was the first to go out, followed by Village and Lighthouse. We played four players, the scores were all very close. Madman only showed up once; Sea Hag was bought but never played. Rogue was used quite a bit. I wish there was a way to trash coppers (Hermit only used to trash Estates). Poor House was rarely used and should probably be changed to another card (perhaps another card that costs 5).