Guide
Guide | |
---|---|
Info | |
Cost | |
Type(s) | Action - Reserve |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Eric J Carter |
Card text | |
+1 Card +1 Action Put this on your Tavern mat. At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
Guide is a sifting Action-Reserve from Adventures. A vanilla cantrip on play, it can be called at the start of a turn to discard and replace your hand. This can allow you to recover from a handsize attack, or just to skip an unlucky draw.
FAQ
Official FAQ
- When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns.
- If multiple things can happen at the start of your turn, you can do them in any order.
- When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards.
- You discard it that turn with your other cards in play.
Strategy
Guide is a cantrip that gets stored on your Tavern mat until you want to discard a dud or suboptimal hand for a fresh one. Adding a Guide or two in the midgame is often an inexpensive way to boost your deck’s reliability. Guide’s relevance in a Kingdom depends on the speed of the game (more likely to be useful in longer games), the opportunity cost of getting Guide (lower with +Buy) and the probability of dudding (which, for example, is lower with good thinning, but significantly higher with many Attacks).
Guide’s most obvious use is to replace a hand containing lots of junk, which can occur for various reasons, such as a lack of thinning, junking attacks such as Witch, or the addition of Victory cards in the endgame.
Guide can also provide you with a full hand if the original one has a reduced size for any reason. This may be due to handsize attacks by your opponent; Guide is especially useful against Clerk, as you can topdeck a good card and discard the rest to draw the topdecked one with a full hand. It can also arise from your own start-of-turn effects, e.g., Ratcatcher, Cathedral, or Lost in the Woods. An especially important synergy is with Outpost, because starting an Outpost turn with a Guide on your Tavern mat allows for an extra turn with a full hand of five cards. Other than providing you with better hands, Guide also synergizes with cards than can React to being discarded, such as Tunnel; Village Green can be especially relevant, since discarding it with Guide allows you to effectively begin your turn with a hand of more than five cards.
Guide is less useful when there is a low risk of drawing useless cards (because the deck is high-quality and free of junk) and/or your hand size is never reduced at or during the beginning of your turn. Guide is unlikely to be useful if you can often expect to start your turn with an increased hand size, for example due to Way of the Squirrel or Expedition.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card +1 Action Put this on your Tavern mat. At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
Adventures 1st Edition | April 2015 | ||
+1 Card +1 Action Put this on your Tavern mat. At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
Adventures 2nd Edition | August 2017 |
Other language versions
Trivia
Preview
Secret History
Donald X.'s opinion