|Type(s)||Action - Attack|
|Illustrator(s)||Alejandro Gutiérrez Franco|
|Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.|
Ambassador is an Action-Attack card from the first edition of Seaside. When played, it lets you return up to 2 copies of a card from your hand to the supply, and makes all opponents gain a copy of that card; it thus clears out your deck like a trasher while filling your opponents' decks with junk. It is an extremely powerful opening when setting up an engine in a 2-player game.
It was removed from the second edition of Seaside.
- First you reveal a card from your hand.
- Then take 0, 1, or 2 copies of that card from your hand and put them on top of their Supply pile.
- Then each other player gains a copy of that card from the Supply.
- If there are not enough copies to go around, deal them out in turn order, starting with the player to your left.
Other Rules clarifications
- If you reveal a card which is not from the Supply, such as Spoils, Madman, Mercenary, or Shelters, Ambassador does nothing. Similarly, because none of the cards bought through Black Market are in the Supply, if you reveal a card bought through Black Market, Ambassador does nothing.
- If you reveal a card which is part of a Supply pile with differently named cards, such as Ruins or Knights, you can only return two cards to the supply pile if they have the same name. Other players will only gain cards with that name, and only if they are on the top of the deck (no digging).
- If you empty either the Province pile or a third Supply pile, then use Ambassador so that the pile is no longer empty at the end of your turn, the game does not end.
- If you return the bottom card of a Split pile when there is a top card on top, you still put the returned bottom card on top, not under the remaining top cards.
Before it was removed, Ambassador was an extremely powerful card that simultaneously thinned your deck and junked your opponents. It is frequently an important purchase in the opening, since getting rid of your starting cards and slowing down your opponents are both high priorities initially; a few early victories in the 'Ambassador war' have great potential to create a snowball effect, allowing your deck to take off much more quickly than your opponents'. Depending on the Kingdom, it can even be reasonable to open with Ambassador on a / or / split, or to open with two Ambassadors, despite the risk of terminal collision.
All else being equal, it's typically preferable to use Ambassador to return Estates over Coppers. However, it's common to face a choice in the early game between returning one Estate and returning two Coppers; in this case, the latter is likely to be better, even if this slows you down in the short term by preventing you from buying a card. This is both because thinning two cards is better than thinning one, and because it increases the chance that you’ll collide Ambassador with two Estates on a future turn.
If you manage to obtain deck control in the face of your opponents' attacks, you'll probably need to continue using Ambassador to keep returning the junk they're likely to send you each turn. However, if you're sufficiently far ahead that you can keep your deck clean with Ambassador plays to spare, while your opponents can't consistently play their own Ambassadors, you can consider keeping a piece of junk (or even gaining a Curse) to reveal repeatedly without returning it, allowing you to continue attacking them. Deck control is more likely in a two-player game; in a multiplayer game, unless you can play more Ambassadors than your opponents, you’ll be receiving at least as much junk as you’re able to return. This ratio is skewed further with each additional player.
In the endgame, Ambassador can sometimes help you control the state of the Supply piles. Revealing cards without returning them may enable a pile-out win; you can even do the same with the Province pile, if this allows you to end the game while ahead on despite gifting your opponents one or more Provinces.
Ambassador is considerably less powerful than usual in Kingdoms with Shelters: these can't be returned (and your opponents won't gain extra copies), as they have no Supply pile to return to. Ruins are another type of junk that Ambassador doesn't handle so easily, as you can't return two with a single Ambassador play unless they happen to be copies of exactly the same card. When a very strong trasher such as Chapel is present, Ambassador is unneeded for thinning, and its attack is less damaging; it can also be weakened or neutralised by defensive cards in general, or cards with a relevant Reaction like that of Watchtower. Finally, if Possession is present, Ambassador can become a liability, as your opponent can use it to return your good cards and gain them for themselves.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information. Caveat emptor.
| Reveal a card from your hand.
Return up to 2 copies of it from your hand to the Supply.
Then each other player gains a copy of it.
|Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.||Seaside (2017 printing)||July 2017|
Other language versions
Donald X.'s opinion
Second Edition Removal