Elder
Basic Info
- Type: Action
- Cost: 5
- Effect: +$2 / The next Action card you play this turn that gives a choice — you may pick one additional choice.
Rating
Allies Townsfolk pile, top card. +$2 baseline + extra choice on next multi-mode Action.
Tier A-S where multi-choice cards exist.
How to Play
$5 slot (after Townsfolk depleted to top). 1-2 copies. Pair with multi-choice cards.
Elder → Blacksmith → choose 2 modes (e.g., +2 Cards + cantrip).
Elder → Steward → choose 2 modes (+2 Cards + $2).
When to Pick / Skip
Shines on:
- Multi-choice Actions abundant.
- Townsfolk pile drained.
- Weak $5 slot otherwise.
Skip:
- No multi-choice cards.
- Townsfolk stuck.
- Rush boards.
Key Combos
Elder + Blacksmith: 2 modes simultaneously.
Elder + Steward: +2 Cards + $2.
Elder + Vizier: multi-mode trigger.
Elder + King's Court: doubled, $4 + 2 choice boosts.
Elder + Other Townsfolk: chain.
Synergies
- Blacksmith: same pile.
- Steward: mode boost.
- Vizier: mode boost.
- King's Court: doubled.
- Townsfolk pile: chain.
- Merchant Guild: tokens.
Counters & Bad Matchups
- No multi-choice supply.
- Townsfolk pile stuck.
- Rush.
Advanced Tips
Multi-choice list: Blacksmith (Townsfolk), Steward (Intrigue), Pawn (Intrigue), Druid (Nocturne), Bridge Troll (Adventures), etc.
KC + Elder: $4 + boost next 2 multi-choice plays.
Multi-Elder: 2-3 copies amplify each multi-choice card.
Mirror: Townsfolk depletion pace.
Note: This Elder is the Allies Townsfolk pile card (cost $5).