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#Get tons of [[cantrip]] money, via {{Card|Peddler}}, {{Card|Market}}, {{Card|Bazaar}}, etc.  {{Card|Conspirator}} needs a little help along the way but can be a cheap pseudo-{{Card|Grand Market}}.
 
#Get tons of [[cantrip]] money, via {{Card|Peddler}}, {{Card|Market}}, {{Card|Bazaar}}, etc.  {{Card|Conspirator}} needs a little help along the way but can be a cheap pseudo-{{Card|Grand Market}}.
#Get tons of terminal money but have enough Actions to play them all.  This is most easily done with {{Card|Fishing Village}}, but can also be replicated with other [[Villages]] or {{Card|King's Court}}.  (Note that {{Card|Bazaar}} qualifies for both this and cantrip money.)  {{Card|Merchant Ship}} is one of the best sources of terminal money since it persists to next turn.  {{Card|Baron}} is quite nice, since it gives you +{{Cost|4}} per Action.
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#Get tons of terminal money but have enough Actions to play them all.  This is most easily done with {{Card|Fishing Village}}, but can also be replicated with other [[Villages]] or {{Card|King's Court}}.  (Note that {{Card|Bazaar}} qualifies for both this and cantrip money.)  Merchant Ship is one of the best sources of terminal money since it persists to next turn.  Baron is quite nice, since it gives you +{{Cost|4}} per Action.
 
#Get all the money you need from a single Action, via {{Card|Vault}} or {{Card|Secret Chamber}} (or Black Market/Tactician, as mentioned above).  Secret Chamber needs a little help: in a 10-card hand, the Secret Chamber has 9 cards to discard, but has to save at least two of them (the Tactician, and at least one card for the Tactician to discard), meaning it can only generate {{Cost|7}} at most.  Vault doesn’t need any help in a Province game, since it’ll draw up to 11 cards and be able to discard 9 of them for money.  Both will require some assistance in a Colony game.
 
#Get all the money you need from a single Action, via {{Card|Vault}} or {{Card|Secret Chamber}} (or Black Market/Tactician, as mentioned above).  Secret Chamber needs a little help: in a 10-card hand, the Secret Chamber has 9 cards to discard, but has to save at least two of them (the Tactician, and at least one card for the Tactician to discard), meaning it can only generate {{Cost|7}} at most.  Vault doesn’t need any help in a Province game, since it’ll draw up to 11 cards and be able to discard 9 of them for money.  Both will require some assistance in a Colony game.
 
Some things to keep in mind as you build this engine:
 
Some things to keep in mind as you build this engine:
  
 
* It is absolutely critical for this engine to keep drawing that second Tactician.  Without the consistent Tactician every turn, you can’t find all your Actions or that other Tactician, and it’ll cost you multiple turns for you to start the chain again.  And as you start to green, the chance that you miss that second Tactician grows.
 
* It is absolutely critical for this engine to keep drawing that second Tactician.  Without the consistent Tactician every turn, you can’t find all your Actions or that other Tactician, and it’ll cost you multiple turns for you to start the chain again.  And as you start to green, the chance that you miss that second Tactician grows.
** So a sifter like {{Card|Warehouse}} or {{Card|Cellar}} is a fantastic addition to the engine, and {{Card|Scheme}} just eliminates the problem altogether.  ({{Card|Storeroom}} deserves special mention for being a sifter that also boosts economy.)  Otherwise, you need to be mindful that you’re building in such a way that can handle adding green cards to the deck ({{Card|Crossroads}} is a great example, as is using {{Card|Haggler}} to buy Province + engine part).
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** So a sifter like Warehouse or Cellar is a fantastic addition to the engine, and {{Card|Scheme}} just eliminates the problem altogether.  ({{Card|Storeroom}} deserves special mention for being a sifter that also boosts economy.)  Otherwise, you need to be mindful that you’re building in such a way that can handle adding green cards to the deck (Crossroads is a great example, as is using Haggler to buy Province + engine part).
 
* Like all engines, this takes a while to set up, and if you aren’t efficient, you might get outraced (especially since your opponent has access to Tactician).
 
* Like all engines, this takes a while to set up, and if you aren’t efficient, you might get outraced (especially since your opponent has access to Tactician).
 
* It’s a waste to spend extra turns building up your money to a level you don’t need.  Ideally you will hit {{Cost|8}} or {{Cost|11}} exactly each turn; of course, more money is nice, but not if it costs you a turn in setting it up!
 
* It’s a waste to spend extra turns building up your money to a level you don’t need.  Ideally you will hit {{Cost|8}} or {{Cost|11}} exactly each turn; of course, more money is nice, but not if it costs you a turn in setting it up!
* Adding an attack or cards that give VP is almost a given, because you’ll able to play them every single turn.  {{Card|Goons}}, of course, will do both and give you +{{Cost|2}}.
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* Adding an attack or cards that give VP is almost a given, because you’ll able to play them every single turn.  Goons, of course, will do both and give you +{{Cost|2}}.
 
* Some trashing often benefits this engine: it helps you set the engine up faster, and the key advantage of this deck is long-term consistency, one of the big weaknesses of a {{Card|Chapel}}-thinned deck.
 
* Some trashing often benefits this engine: it helps you set the engine up faster, and the key advantage of this deck is long-term consistency, one of the big weaknesses of a {{Card|Chapel}}-thinned deck.
 
* {{Card|Outpost}} gives you even more opportunities: depending on the set, you might be able to have your Tactician trigger on your Outpost turn instead of your Tactician turn (thus allowing you to double-Tac without having to sacrifice your Treasures), or even go for the rare triple-Tac (where you get a Tactician benefit on your Outpost turns too).
 
* {{Card|Outpost}} gives you even more opportunities: depending on the set, you might be able to have your Tactician trigger on your Outpost turn instead of your Tactician turn (thus allowing you to double-Tac without having to sacrifice your Treasures), or even go for the rare triple-Tac (where you get a Tactician benefit on your Outpost turns too).

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