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Despite having fewer cards total than [[Dark Ages]], Adventures added the most unique cards of any set at that time, due to [[Traveller|Travellers]] and [[Event|Events]].  Though it has some simple cards, its complexity can be quite daunting to newer players, what with [[Reserve|Reserves]], Events, Travellers, and [[Adventures tokens|tokens]].  It has also led to the discovery of some extremely fast combo strategies (such as [[Combo: Royal Carriage and Bridge|Royal Carriage/Bridge]]), as well as a new baseline in fast [[Big Money]] strategies in {{Card|Gear}}.  All in all, the reaction to the set so far has been positive, particularly with the introduction of Events.
 
Despite having fewer cards total than [[Dark Ages]], Adventures added the most unique cards of any set at that time, due to [[Traveller|Travellers]] and [[Event|Events]].  Though it has some simple cards, its complexity can be quite daunting to newer players, what with [[Reserve|Reserves]], Events, Travellers, and [[Adventures tokens|tokens]].  It has also led to the discovery of some extremely fast combo strategies (such as [[Combo: Royal Carriage and Bridge|Royal Carriage/Bridge]]), as well as a new baseline in fast [[Big Money]] strategies in {{Card|Gear}}.  All in all, the reaction to the set so far has been positive, particularly with the introduction of Events.
  
Structurally, Adventures was conceived in part as a sequel to [[Seaside]], with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a [[Tavern mat|mat]] and [[Adventures tokens|tokens]] as some Seaside cards do. Adventures also introduces cards with unusual combinations of [[type|types]] that could have been used before but never were; these include the first [[Treasure]]–[[Attack]], [[Attack]]–[[Duration]], and [[Duration]]–[[Reaction]] cards.  Following somewhat in [[Dark Ages]]' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns {{Cost}} into another resource.
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Structurally, Adventures was conceived in part as a sequel to [[Seaside]], with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a [[Tavern mat|mat]] and [[Adventures tokens|tokens]] as some Seaside cards do. Adventures also introduces cards with unusual combinations of [[type|types]] that could have been used before but never were; these include the first [[Treasure]]–[[Attack]], [[Attack]]–[[Duration]], and [[Duration]]–[[Reaction]] cards.
  
 
=== Durations ===
 
=== Durations ===

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