Grinning Trickster Stirs Up Trouble
Grinning Trickster Stirs Up Trouble

Grinning Trickster Stirs Up Trouble

Moderate Complexity
Moon
Fire
Air

Requires some comfort with risk: both Overenthusiastic Arson and Let's See What Will Happen involve uncertainty about how the Fast Powers phase will pan out.

Setup

Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4. You start with your 4 Unique Power Cards and 0 Energy.

Openings

Authority/Mob Combo

Reliable Authority/Mob combo for Fear generation with options to break the Reclaim cycle when Cities become scarce.

Growth: Add presence (plays), gain Minor. Cards: Impersonate Authority, Incite the Mob. Gain Minor with Air for What Happens; else Fire for tier 3 Fight. Push Dahan into Strife land (ideally with City building). Strife City, then Mob kills Town/Explorer for 3 Fear.

Growth: Add presence (plays), +1 Energy per Play. Cards: Overenthusiastic Arson, Unexpected Tigers, Minor. Push Dahan into Strifed City for counterattack. Arson prevents City or stops Ravage. With 3 Fire, Fight kills Explorer in Dahan land. For What Happens, ditch Tigers + Minor for Energy if unneeded.

Growth: Reclaim All, move presence up to 1, add presence (energy). Cards: Authority, Mob, Arson. Move to another board if yours lacks targets. Just enough Energy for 3 cards = tier 2 Fight + tier 2 What Happens. Forget Tigers/Minor via What Happens. Break Reclaim cycle by forgetting Arson via What Happens or Growth 3 for third card.

By Jonah Yonker (BGG) · Source(opens in new tab)

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