Patrol
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Patrol | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) | Harald Lieske |
Card text | |
+3 Cards Reveal the top 4 cards of your deck. Put the Victory cards and Curses into your hand. Put the rest back in any order. |
Patrol is an Action card from the second edition of Intrigue. It is a terminal draw card that will also sift Curses and Victory cards off the top of your deck for you, clearing out your next hand of potentially dead cards.
It replaces the removed card Scout, an extremely weak non-terminal Action that cleared Victory cards off the top of the deck and did nothing else.
FAQ
Official FAQ
- First draw 3 cards, then reveal the top 4 cards of your deck.
- Put the revealed Victory cards and Curses into your hand; you have to take them all.
- Put the rest of the cards back on your deck in any order you choose.
Other Rules clarifications
Strategy
Synergies/Combos
Anti-synergies
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+3 Cards Reveal the top 4 cards of your deck. Put the Victory cards and Curses into your hand. Put the rest back in any order. |
Intrigue 2nd Edition | October 2016 |
Other language versions
Trivia
Secret History
This replaces Scout. Pretty directly really; it can also get Curses, and instead of +1 Action it's +3 Cards, and it costs instead of . For a while it gave +1 Action and + per different type in your top 3 cards, and only Scouted 3 deep; then it gave a fixed +1 Action +, but I didn't like having both that and Minion; then I tried giving you an Attack a Reaction and a Victory card, rather than all the Victory cards and Curses; then I tried looking at 4 cards and taking the Victory/Curse cards plus two more.
Simulation
With Patrol, there was some concern that we were underrating how good it was in boring decks. And I took the opportunity to ask Geronimoo for a favor, and he simulated it for me. In the early days I simulated some cards myself, but Geronimoo has better simulation technology.