Outpost
Outpost | |
---|---|
Cost | |
Type | Action - Duration |
Set/Expansion | Seaside |
Illustrator | Claus Stephan |
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. |
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. This is good if you have a way to guarantee that this extra turn is still pretty good even with only three cards, but weak if you end up having mediocre extra turns.
Contents |
FAQ
Official FAQ
- The extra turn is completely normal except that your starting hand for it is only 3 cards.
- This means that you only drew 3 cards instead of 5 cards during the Clean-up phase of the turn when you played Outpost.
- Leave Outpost in front of you until the end of the extra turn.
- If you play Outpost as well as a "Now and at the start of your next turn" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then.
- If you manage to play Outpost twice in one turn, you will still only get one extra turn.
- If you play Outpost during an extra turn, it won't give you another turn.
Other Rules clarifications
- Interactions with Possession are difficult: remember that when your opponent Possesses you, he makes you take an extra turn, and makes all decisions for you.
- So, if your opponent plays a Possession, then plays an Outpost during that turn, they will get to see the three cards you draw; then you will take your 3-card Outpost extra turn; and then you will take your regular turn.
- If your opponent plays two Possessions, you take two extra turns from them; so if your opponent then plays an Outpost on the second Possessed turn, you will draw only 3 cards during that cleanup phase but will NOT get an extra turn, you will just take your turn with a 3-card hand.
- If your opponent plays two (or more) Possessions and plays an Outpost during the first Possessed turn, they will get to make you decide when to take the extra turn from Outpost; they can make you take an extra turn with only 3 cards after the first Possessed turn, or they can choose to delay your Outpost turn (and then Outpost does not give you an extra turn since it can't make you take more than two turns in a row.)
Strategy Article
There isn't a comprehensive strategy article for Outpost.
Outpost is usually best when you have a way of guaranteeing that the extra 3-card turn will be good. Conveniently, other duration cards can give you a next-turn bonus to ensure that your Outpost turn is better than a typical 3-card turn. Seaside also has other ways of setting up your Outpost turn like Native Village or Treasury. Alternatively, an engine, such as one based on a Laboratory variant, which can draw your whole deck every turn even starting from a 3-card hand make Outpost turns powerful.
Synergies/Combos
- durations
- Cards which set up your next turn: Treasury, Alchemist
- A large Native Village mat
- Laboratory variants, especially Hunting Party
- Cards that can easily recover from small handsize: Minion, Library and other draw-up-to-N cards, Menagerie
Antisynergies
- Silver-based strategies are likely to have mediocre Outpost turns
- Possession does not work well with Outpost and makes people go look up FAQs and still not understand what's supposed to happen and why
Trivia
Secret History