This might be a rare case where Quest is decent in an engine: save a cheap Attack you're not using anymore (maybe an Urchin, for example), make sure you have enough buys, and get a cheap Gold on top of whatever else you're getting that turn. If that happens, you can play one of them, then discard the other one during the Buy phase to gain a Gold. Most Attacks are terminal, so if you buy two of them, for example if you open double Ambassador, they might collide. They are all fairly mediocre, but assuming Gold is a card you even want (in some engines, you won't), if the situation arises at least once per game, Quest did its job.ĭiscarding the Attack is probably the most useful option, and the only one you can actually try to plan for to some extent. Quest gives you three alternative options for gaining a Gold other than just buying one. There is no strategy article for Quest, but it has been discussed on the forum.
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