![]() In Kingdoms where Plunder is important, this may make winning the split more of a consideration than it is with other cards. In Kingdoms that offer a megaturn or a fast pileout, Plunder is often too slow to matter.īecause there are only five copies of Plunder, players will end up with an unequal distribution of copies if the pile empties. As with all stop card payload, playing all of your Plunders consistently is usually dependent on a strong engine, particularly one with good draw. Plunder offers a theoretically unbounded but slowly accumulating source of alt-VP, bottlenecked by both the number of copies you possess and how consistently you can play them all. This is usually the case in Kingdoms with sources of gains or +Buy, and decent thinning. ![]() In games where Encampments are desirable and retained, Plunder is likely to be uncovered. This gives you a token every time you play it.įor discussion of Plunder's interaction with Encampment, refer to the Encampment strategy section. ![]()
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