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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.  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.
 
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.
 
=== Durations ===
 
Seaside, serving as the introduction to Durations, for the most part stuck with fairly simple cards of this type, with half of them having solely [[vanilla]] effects.  With Adventures, the boundaries of what can be done with Duration cards are explored.  Some, like {{Card|Amulet}} and {{Card|Dungeon}}, are simply Duration variants of existing cards, while others are more exotic, like {{Card|Bridge Troll}} and {{Card|Haunted Woods}}.  Durations are what most players liked most about Seaside, and Adventures effectively doubles their number, making it twice as likely that orange will be seen in any given Kingdom.
 
 
=== Reserves ===
 
The ability to set a card aside to call upon on any future turn dramatically expands a player's options every turn.  Not only do players have all the cards in their hand to choose from now, but all the cards on their Tavern mat, as well.  While Reserve cards can often be rather slow, and can suffer from the same problem as Durations with missing the [[reshuffle]], they can have quite powerful effects when called, and their slowness allows them to be cheaper than conventional cards with similar effects.
 
  
 
=== Events ===
 
=== Events ===

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