|When another player gains a Victory card, +1 Card.|
Road Network is a Project from Renaissance. It lets you draw a card whenever another player gains a Victory card.
- This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.
Road Network is generally not a high-impact Project, but buying it just before your opponents start to buy Victory cards can help your deck remain reliable through the rest of the game. Road Network is stronger in games with more players, as there are more people buying Victory cards and thus more activations. However, this strategy advice focuses primarily on 2-player games.
Free draw might sound attractive, but the main problem with Road Network is that it needs an extended greening phase to pay off, and therefore there are many Kingdoms in which it is completely useless. If your opponent can score points without gaining Victory cards, such as with tokens from cards like Collection, Road Network may never draw you a single card. Also, if your opponent can gain all of their Victory cards on the turn they end the game (such as in a megaturn strategy using Bridge or Horn of Plenty), any cards drawn by Road Network will do you no good. Finally, many games end in a pile-out before many Victory cards are purchased, in which case Road Network has few opportunities to activate. As such, Road Network is usually most relevant in weaker and slower Kingdoms that only offer scoring via Victory cards.
In endgame situations, Road Network generally rewards you for having a lead. As your opponent attempts to catch up on greening, they will be drawing you cards, which helps your deck remain reliable. This is especially true if your opponent has to try to catch up by buying multiple cards worth fewer than Province, such as Duchies. In that situation you can easily be drawing enough cards to almost guarantee that you can keep buying Provinces to close out the game.
Road Network is notable against strategies that attempt to gain many Victory cards early in the game. For instance, it is particularly effective against opponents who play a Rebuild-focused deck. It is also quite strong against rush strategies that attempt to quickly gain many low-cost Victory cards such as Gardens or Silk Road.
|When another player gains a Victory card, +1 Card.||Renaissance||November 2018|
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