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.