Conspirator
Conspirator | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) | Matthias Catrein |
Card text | |
+ If you’ve played 3 or more Actions this turn (counting this), +1 Card and +1 Action. |
Conspirator is an Action card from Intrigue. It is a terminal Silver if you play it as your first or second action, but it becomes a cantrip if you've already played two or more Action cards first.
FAQ
Official FAQ
- This counts Actions played this turn, rather than Action cards in play.
- For example if you start a turn with Throne Room on a Conspirator, you get + for the first play of Conspirator, but + +1 Card +1 Action for the second play of Conspirator. You only have two Action cards in play, but the second play of Conspirator is your third Action played this turn.
Other Rules clarifications
- Conspirator does count one-shots and other Actions that have been played but left the play area, but does not count Durations that are still in play left over from the previous turn, or Reserves called into play that were not played this turn.
- When you play a Command variant, you are playing two actions. The Command variant is the first action, and the card it plays is the second action.
Strategy
Conspirator is a great way to add payload to an engine. In a well-functioning engine, meeting the conditions to turn Conspirator into a cantrip is frequently trivial, so it becomes a cheap, reliable source of virtual money.
In the early game, Conspirator is just a terminal silver with no benefit. So often, you will want to start by building your engine as normal, establishing deck control by trashing your starting cards, getting draw cards, and ideally gaining a source of +Buy before buying many Conspirators. One Conspirator early may be useful to help you hit pricepoints, without being a stop card later as a Silver would. If you plan to gain Conspirator, Peddler variants, sifters, weak cantrips, and other non-terminal Actions will all be slightly more attractive than usual. The right time to start gaining Conspirator is when your deck is starting to function reliably, with most turns starting with several Actions. If the Kingdom lacks +Buy, you will probably want only a couple of Conspirators, but in a Kingdom that supports spending a lot of , your deck will be able to support gaining many more. You should be careful, of course, not to buy so many Conspirators that they interfere with your ability to find at least a couple of other non-terminal Actions at the start of each turn. Conspirator’s reliability can worsen in the endgame if the greening period is extended, as it becomes more difficult to line your Conspirators up with non-terminal Actions.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+ If you’ve played 3 or more Actions this turn (counting this): +1 Card, +1 Action. |
Intrigue 1st Edition | July 2009 | ||
+ If you’ve played 3 or more Actions this turn (counting this), +1 Card and +1 Action. |
Intrigue 2nd Edition | October 2016 |
Other language versions
Trivia
Secret History
The "broken" card that Donald X. describes used to say "+Horn of Plenty.
per Action card you played this turn," which later evolved intoWhy wasn't it changed to count cards in play instead of cards played?
Changing Conspirator would have mattered constantly, rather than rarely; the idea was not to really change cards. The situations that make the other changes matter are rare to essentially nonexistent; Conspirator would have been different in game after game, due to duration cards and reserve cards.
Also I didn't get to it in a timely fashion; I remembered it one day and LF said, well we'd have to test that, and he was right, it was enough of a buff to need testing, and that testing wasn't happening.