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Tips & Strategies (10)
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Tactician is a great card from this set. It basically trades your current turn for a double-turn next time. The downside is, having discarded all your cards, you have nothing left to buy a card this turn.
Or do you? Remember that cards that give +coins during your turn can still be used during your Buy phase. So if you’ve managed to play a couple cards and get maybe 3 or 4 coins from them, you can still buy a card even after discarding all the Treasures from your hand.
When this card is in play buy it – especially in a game with few players. It shuts down your opponent from buying Duchies and Gold because they don’t want you to get one for free if they know you have a good chance of dropping a Smuggler on your turn. Just note that you’ll need to balance these cards with others that give extra actions so you can play other cards.
Pirate Ships are easily my favorite attack in the entire game. Early on, they pummel your opponents and keep them from building up a stable treasure base. Meanwhile, you are still building your own. Do not hesitate to be ruthless**!
As you approach the late game, play your Pirate Ships as treasure. As long as you were ruthless** early on, these should be better than any single treasure source. In a good game, you can try to get them up to 6(!), which means an additional silver will net you a province. Mean, but dominating.
** While I say ruthless, I am usually too nice. Don’t hesitate to play pirate ships as often as possible! However, given the option, I will usually play nice and make a player trash a copper over a platinum. Why? Pirate Ships ruin friendships. Don’t let it happen to you!
In two-player games the odds of your opponent having a treasure are just to low, and they go down even farther if you’re playing with Lighthouse. Buy a silver and take the guaranteed 2 coins each time it comes up.
Plus, in the early game you’re doing them a favor by clearing out a copper if you do get a hit.
If pirate ship is out there, this can be a very powerful card. Try to be the first on this bandwagon, especially if you know the other players plan on using it. Early game it can clean out your opponent’s decks of treasure, leaving them only with any action cards they purchased that will acquire them money. Late game, if you acted on this early enough, pirate ships will bring you in a good sum of change. These are well paired with cards that give you plus actions so you can play multiple pirate ships.
The “orange” duration cards are the hallmark of the Seaside expansion, allowing a benefit for both this turn and the next. Two of the more interesting ones are Outpost, which gives you a three-card “bonus” turn, and Tactician, which sacrifices your hand this turn for basically a double-turn next round. It seems only natural to combine these two.
This combo requires some extra actions on the table, but if you have two or more actions available, you can play Outpost to set up your bonus turn, then play Tactician to discard your hand. Your “bonus” turn now consists of 8 cards, 2 actions and 2 buys! Plus, if you were fortunate enough to get some +coin effects on the table in the first turn, you have an opportunity to buy then as well, and not feel like you’re giving up the whole turn to set up the combo.
One way to to help keep track of your orange duration cards is to use a MTG mechanic and tap your card when you have used it once.
That way you and everyone else can see what is going on.
If you want a deep and fun game, I’d suggest not using the treasure map card. It makes the game little more than a race, and if you don’t jump in on it, you’re going to have virtually no chance of winning.
In a way, pirate ship has a similar problem, but I still feel the game is deep enough with everyone using them, especially if a defense card is in play.
The Schaef suggests playing Outpost and Tactician on the same turn. Another way to combine Outpost and Tactician is to play Tactician on the bonus turn granted by Outpost. This way you’re only giving up a “mini-turn” to play Tactician and double your next (full) turn, and you don’t even need any +action cards to pull it off.
I feel like Tactician is the single most powerful card in this set.
You get 10 cards to work with!