Settlers
Basic Info
- Type: Action
- Cost: 2
- Effect: +1 Card / +1 Action / You may reveal a Copper from your discard pile and put it into your hand.
- Split pile: 5 Settlers / 5 Bustling Village per pile.
Rating
Cost-2 cantrip + Copper-recovery. Tier A. Rare cantrip slot at $2, plus +1 effective Coin from discard recovery.
Bottom of split pile with Bustling Village. Drain Settlers first to expose Villages.
How to Play
$2 turn — Settlers is auto-buy. Even an opening 2/5 can grab one.
Mid-game with Coppers in discard, Settlers reliably pulls one to hand each play, smoothing $5/$8 turns.
Race-to-Bustling-Village: drain Settlers to flip pile.
When to Pick / Skip
Pick when:
- Copper-friendly economies / Big Money hybrid.
- Want Bustling Village access.
- Need cheap cantrip slot.
Skip when:
- Trash-Coppers builds (Chapel, Altar).
- Very short games.
- Pure Big Money preferring Silver at $3.
Key Combos
Settlers + KC / TR: doubled effect, 2 Coppers to hand.
Settlers + Big-Money: bumps $4/$5/$8 odds.
Settlers + Bustling Village: split pile.
Settlers + Mint / Mine: turn Coppers into Silver / Gold.
Settlers + Merchant Guild: Copper plays bank coffer tokens.
Settlers + Counting House: Coppers in discard.
Synergies
- KC / TR: doubled.
- Bustling Village: same pile.
- Big-Money / Coppersmith.
- Merchant Guild.
- Mine: Copper → Silver.
- Counting House: bank Coppers.
Counters & Bad Matchups
- Trash-everything builds.
- Short games.
- Engines that ignore Coppers.
- Witch / curse-rush: discard fills with Curses, but you still pull Copper.
Advanced Tips
Reveal optional — only fire if Copper is in discard.
KC + Settlers: +2 cards / +2 actions / 2 Coppers = ~$2 swing.
Drain Settlers first to unlock Bustling Village half — race opponent.
Even on no-Copper plays, Settlers is a $2 cantrip — strong slot card.
Mirror: more Settlers → more Copper retrieval → faster Provinces.