Unique Powers reminder

    

Opening

Growth

Turn 1

G3; G2 bottom. Priorities for the Minor are:

  1. , preferably 0-cost (possible Minors)
  2. anything else

Depending on what you have found, play:

  1. Either:

    a. (if the Minor costs 0) the Minor and Overenthusiastic arson

    b. Impersonate authority and Incite the mob

  2. Overenthusiastic arson and the Minor if it costs 0, else Impersonate authority
  3. Unexpected tigers and Overenthusiastic arson.
  4. Impersonate authority and the Minor.

Let’s see what happens level 1 is unlocked in case 1.

Turn 2

G2 bottom; G3.

Play 3 with 212 to unlock Let’s see what happens level 2. Forget, preferably from the discard, to gain the new Power.

Turn 3

Reclaim; G2 bottom.

Play 3. Make sure you have 212 to unlock Let’s see what happens level 2.

Turn 4

G2 top; G3 Minor.

Play 3, unlocking Let’s see what happens level 2.

Turn 5

Reclaim, G2 bottom.

Play 4.

Turn 6 onwards

Reclaim loop by taking G1 every turn, with G4 if needing Energy and G2 otherwise (usually from bottom).

Remarks

This opening cannot reliably sustain a hand whose overall cost is more than 3. Trickster’s starting hand costs 2, which means you can only use 1 extra 1-cost Minor per Reclaim cycle (2 turns), assuming you unlock Let’s see what happens level 2 every turn except the first. It’s therefore important to balance hand cost carefully. Failure to do so might result in having to select G4 instead of G2 (delaying 4 CP) or G3 (playing only 2 cards) on turn 4.

On turn 4, presence can be taken from the bottom track if the extra is not needed to unlock Let’s see what happens level 2. This can allow to get 4 CP on turn 4 (although only 3 will be played, unless Forgetting from play on turn 3), and starting the Reclaim loop from turn 5 by taking G1+G4.

If a 0-cost is found on turn 1, G3 can be selected on turn 2 instead of G4, and G4 can be delayed until turn 4. This restricts the cards that can be played on turn 3, but enables gaining 2 Minors in the first two turns, which is better for planning and for options to Forget for Let’s see what happens.

Never forget Incite the mob or Impersonate authority. Your other 2 starting cards can be Forgotten if the circumstances call for it.

Stats

The following assumes that the card for Let’s see what happens is forgotten from hand. Higher cards in hand can be achieved by forgetting from play or discard.

Turn Growths Owned cards Cards in hand CE (growth only) CE (including previous Let’s see what happens) Ele+CP
1 2, 3 5 5 1 1 2
2 2, 4 5 3 5 5 3
3 1, 2 5 5 5 6 3
4 2, 3 6 3 6 8 3
5 1, 2 6 6 6 9 4

Pros and cons

Pros:

  • High CP, achieving 3 on turn 2 and 4 on turn 5 (or even turn 4 if lucky).

Cons:

  • Very tight on Energy in early and mid game,thus being extremely reliant on Energy from Let’s see what happens.
    • Forced to take an early G4 unless lucky in Minor draw, which in turn means fewer G3.
    • Limited usages of your Special Rule A real flair for discord.
    • Easily affected by Events.
  • Reclaim-looping can be boring.