Contract
Basic Info
- Type: Treasure-Duration-Liaison
- Cost: 5
- Effect: +2 Coins / +1 Favor / You may set aside an Action from your hand to play it at the start of your next turn.
Rating
Unique Treasure-Duration-Liaison hybrid. Provides +2 Coins, +1 Favor, plus carries an Action over to next turn.
Killer feature: turn-restructuring. Set aside a Village or draw card to fire on next turn's start. Splits one turn's plan across two for stability.
As Treasure, no terminal collision. +1 Favor counts as a Liaison.
Overall A-tier. Strategic turn-splitting tool.
How to Play
First buy at cost 5 mid-game. Treasure → no Action slot pressure.
Each turn: play Contract, set aside a key Action for next turn's opener.
End-game: +2 Coin contributes to Province while pre-staging next turn.
Key Combos
Contract + Smithy: set aside Smithy → next turn opens with +3 Cards (8 cards in hand).
Contract + Highwayman-style durations: complete turn-structure control.
Contract + Throne Room: TR + Contract = +4 Coins / +2 Favors / 2 set asides.
Contract + Favor-heavy Ally: stack Liaison income.
Synergies
- Strong terminal Actions: safe set-aside.
- Liaisons: Favor stacking.
- Throne Room: doubled.
- Durations: turn-split optimization.
Counters & Bad Matchups
- Weak Action supplies: set-aside wasted.
- BM strategies: Liaison/set-aside both irrelevant.
- Simple-turn decks: Contract benefit thin.
Advanced Tips
Set-aside choice is the core skill: Village + Draw set-aside = 9-card next-turn opener.
+2 Coin baseline alone gives Silver+1-tier value. Always pulls weight.
2-3 copies plenty. Treasure-heavy decks may carry more.
Set-aside use is optional; skip if no useful target.