Battle Plan
Basic Info
- Type: Action-Fort (Clashes)
- Cost: 3
- Effect: +1 Card / +1 Action / You may reveal an Attack from your hand for +1 Card. You may rotate any Supply pile.
Rating
First card in Clashes pile. Cost 3 cantrip + Attack-reveal bonus + pile rotation.
Killer feature: pile rotation. Manipulate Clashes, Townsfolk, Forts, Augurs, Wizards, Odysseys to access strong cards faster. Tempo + strategic advantage.
Attack-reveal bonus is conditional but turns Battle Plan into a +2-card cantrip in attack-heavy decks.
Overall B+ tier. Clashes entry point. Strategic rotation value high.
How to Play
Open-3 candidate. Always buy when Clashes present.
Each turn fire Battle Plan, rotate piles to surface strong cards.
Late game: gain Archer or Warlord via Clashes rotation.
Key Combos
Battle Plan + Attack-heavy deck: reveal bonus = +2-card cantrip.
Battle Plan + rotating piles: surface strong Townsfolk / Forts / Augurs cards.
Battle Plan + Throne Room: +2 Cards / +2 Actions / 2 rotations.
Battle Plan + other Clashes: rotate Clashes itself to reach Archer/Warlord/Stronghold.
Synergies
- Attack cards: reveal bonus always live.
- Rotating piles: strategic surface manipulation.
- Throne Room: doubled.
- Draw engines: cantrip-friendly.
Counters & Bad Matchups
- No-attack decks: reveal moot.
- No-rotating-pile supplies: rotation moot.
- BM: cantrips weak in BM.
Advanced Tips
"Which pile, which direction" is the core decision. Clashes → reach Archer/Warlord. Townsfolk → reach Blacksmith/Elder.
1-2 copies plenty. One rotation per turn already huge value.
Battle Plan sits at Clashes bottom — rotating Clashes via Battle Plan unlocks Archer next.
Attack reveal: just hold the Attack in hand (no discard required).
Battle Plan + other rotation effects: stack with kingdom-wide rotate triggers for flexible pile manipulation.