Outpost
Outpost | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set |
Seaside![]() |
Illustrator(s) | Claus Stephan |
Card text | |
If this is the first time you played an Outpost this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand. |
Outpost is an Action-Duration card from Seaside. When played, it lets you take an extra turn—albeit an extra turn where you draw fewer cards.
Contents |
FAQ
Official FAQ
- Outpost only does anything the first time you play it in a turn, and only if the previous turn was another player's (meaning, you are not already taking an extra turn).
- If these conditions are met, you take an extra turn, and only draw 3 cards for your next hand rather than 5 (thus usually only having 3 cards in hand on the extra turn).
- Except for the smaller starting hand, the extra turn is a normal turn.
- If you play e.g. Merchant Ship in the same turn as Outpost, the extra turn will be when you get the + from Merchant Ship.
- Extra turns do not count towards the tiebreaker of which tied player had fewer turns.
Other rules clarifications
- Remember that the extra turn is completely normal (if it happens); it is the turn in which you play Outpost which is different, in that you only draw three cards during Clean-up.
- This makes Outpost arguably an exception to the basic rule that Duration cards are discarded from play during the Clean-up phase of the last turn on which they "do something"; Outpost doesn't do anything on the extra turn it creates other than cause it to happen, but it is not cleaned up until the end of the extra turn regardless.
- If you already took an extra turn before this turn (e.g., with Mission, or with an opponent's Possession), Outpost will do nothing and it will be discarded from play.
- Playing Throne Room (or similar cards) on Outpost will only give 1 extra turn, but the Throne Room will still have to stay out with the Outpost as long as it does. However, a Reckless Outpost means that you've still only played the card once during its second iteration, so you'll get 2 extra turns.
- If you play more than 1 Outpost in a turn, the extra Outposts will do nothing and they will get discarded from play this turn. This is true even if the first Outpost was enchanted or played as a Way.
- If the previous player played multiple Possessions, and tells you to play an Outpost on the first Possession turn, you get to decide whether to take the Outpost turn first, or one of the other Possession turns. Possession does not have any power in-between turns, making the choice your decision.
- If you buy Mission or Seize the Day or play Voyage on the same turn you play Outpost, you can order those extra turns. The first one you take though, will start with a 3-card hand.
- If you play Outpost and Lich in the same turn, you draw a 3-card hand, skip the Outpost turn, and you keep that hand for your next actual turn. Outpost is discarded during the next Clean-up that happens (either yours or another player's).
- If you play Voyage and Outpost in the same turn, you can take the extra turns in either order. If you take the Outpost turn second, Outpost will stay in play until you take its extra turn.
- If you gain a Gondola during another player's turn (e.g. from their Barbarian attack) and play an Outpost, you'll take an extra turn after that player's turn (assuming the previous turn wasn't yours), with your current hand. When you draw your hand during that turn's Clean-up, you'll only draw 3 cards.
- If they played their own Outpost on the turn that you did this, they'll take their extra turn before you get your extra turn. And if you play another Outpost during their extra turn, you'll take a 2nd extra turn.
Strategy
Outpost is generally a very powerful card when the Kingdom offers an engine that’s strong enough to allow you to play it consistently and achieve as much on each extra turn as you can on your main turns; this is comparable to doubling your deck's payload (including the 1 Buy you start all turns with). However, if your deck is such that the three-card starting hand makes your Outpost turns mostly very weak, it's unlikely to be worthwhile unless you can put these turns to some specific use in improving your next main turn.
Outpost is highly valuable when you've thinned your deck thoroughly and built a reliable engine so that you stand a good chance of drawing your deck even when starting from a smaller hand. Gaining Outpost before achieving deck control, or in a Kingdom that doesn't offer it at all, is less likely to pay off. Outpost is better still if there's a way to further increase your chances of a full Outpost turn, such as duration draw (e.g. Wharf), topdecking of draw cards (e.g. with Supplies), or draw-to-x (e.g. Hunting Lodge). Guide is also a reliable way to draw a new five-card hand at the start of each Outpost turn.
Once all players are using Outpost consistently and effectively, the net outcome is to change how the turns are ordered, with everyone getting two turns at a time. This has a strong impact on endgame considerations: when deciding when to begin greening, how much you need to score on a particular turn, or whether it's safe to lower the Supply piles, you must account for the fact that more turns than usual will take place before your next one. Since you can also use two turns to close out the game, Outpost can occasionally produce risky endgame plays in which (for example) you lower the piles significantly on the assumption that you'll be able to win on your Outpost turn, but you leave your opponent an easy victory if that turn is a dud.
The asymmetry between a player using Outpost effectively and one who’s not using it is unusually great, especially since only one copy of the card is needed to access its full power. This means that a slow engine is somewhat more likely to be worth building in the presence of Outpost, and it can be a game-winning purchase from the Black Market.
Outpost’s interaction with Duration cards brings certain trade-offs. In addition to the boost provided by Duration draw, you also need only half as many copies as usual of any Duration card that you want to keep in play during your opponents’ turns, e.g. Swamp Hag or Guardian, as you can play them on your Outpost turn and discard them from play at the end of your main turn. However, this has to be managed carefully and means any start-of-turn benefit can only be reaped on your main turns.
The ability to choose which turn takes the three-card hand when combining Outpost with other extra turns is most helpful in the case of Mission. Since you can't buy cards on your Mission turn, it may be more useful to play that turn with the smaller starting hand and take your unconstrained Outpost turn afterwards with the full five cards. It is also worth noting that if you play a Possession, your opponent will not get an additional turn by playing Outpost on their next turn.
Versions
English versions
Digital | Text | Release | Date | |
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You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns. |
Seaside | October 2009 |
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If this is the first time you played an Outpost this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand. | Seaside (2017 printing) Seaside (Second Edition) |
July 2017 |
Other language versions
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