
Grinning Trickster Stirs Up Trouble
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.
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. Can be effective from the get-go, but benefits greatly from not working too hard, instead improving its capacity for mischief by adding and gaining Power Cards. Bonus Energy from Let's See What Will Happen can be extremely helpful in avoiding the dist...
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.