![]() ![]() ![]() On the other hand, in a pinch, Dungeon can save a turn that would otherwise be a dud, not unlike Guide. Dungeon has the weakness of being more inflexible than Warehouse once you get it into play, you can't decide not to use it next turn. In some cases, though, you want to avoid decreasing your handsize or triggering a shuffle by playing Warehouse. Another reason to use a sifter like Dungeon or Warehouse is to get to your key cards faster you might want to upgrade your Traveller, or play your Mountebank more often. Examples include Baron with an Estate, Tournament with a Province, Urchin with another Attack and Treasure Map with another Treasure Map. Most players agree, however, that Warehouse is not a card you just want to play anytime you have it in your hand - it is best used to align certain cards you want to draw together. On the other hand, next turn you will be able to pick the best 5 cards out of 7, which is nice. On play, it is weaker than Warehouse, since you only get to pick the best 4 cards out of 6 instead of 4 out of 7. There is no strategy article for Dungeon, but it has been discussed on the forum.ĭungeon is a decent sifter, and a very close relative of Warehouse, except for the fact that it is a Duration. When you play this, you get +1 Action, draw 2 cards, and discard 2 cards then at the start of your next turn, you again draw 2 cards and discard 2 cards. ![]()
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