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山賊の宿営地
Action 5 Dark Ages

Bandit Camp

山賊の宿営地

Bandit Camp

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +1 Card / +2 Actions / Gain a Spoils.

Rating

A non-terminal cantrip-village (+1 Card +2 Actions) that also produces a Spoils each play. Spoils acts as +$3 disposable Treasure (returns to pile when played). Engine core piece with built-in coin production. A-tier; S-tier when villages are scarce.

How to Play

Opening: $5 Bandit Camp is a top priority — village + cantrip + economy.

Midgame: Stack 3-4 copies. Each turn produces 3-4 Spoils = massive coin burst.

Endgame: Spoils into Provinces. Bandit Camp pile drain is also viable for 3-pile.

Key Combos

  • Spoils: Self-produced economy.
  • Counterfeit: Plays Spoils 2× + trashes.
  • Remodel: Bandit Camp → 6-cost (Gold / Hunting Grounds).
  • Throne Room: Multi-Spoils gain.

Synergies

  • Spoils: The fuel.
  • Counterfeit / Peddler: Spoils economy synergy.
  • Smithy / Council Room: Draw chains.
  • Throne family: Multi-village + multi-Spoils.

Counters & Bad Matchups

  • Trash-engine reliant: Spoils can't be trashed for benefit.
  • Already-thin decks: Spoils inflates deck.
  • Low $5 access: No buys.
  • Terminal-heavy: Bandit Camp's villageness wasted.

Advanced Tips

Spoils plays once and returns. Stack Bandit Camps for the burst then dump all Spoils same turn = $9+ for double Province.

King's Court + Bandit Camp = 3 Spoils + 3 Actions. Engine power moment.

3-pile threats include the 15-card Spoils pile. Bandit Camp drains it via Spoils consumption.