Cost: $4
Type: Action
Text: +1 Buy\nTurn your Journey token over (it starts face up). If it's face up, +5 Cards.
Here's a comprehensive strategy guide for Ranger:
Introduction: Ranger is a $4 Action card from the Adventures expansion that features the Journey token mechanic. It's a card that alternates between being extremely powerful (drawing 5 cards) and doing almost nothing (just giving +1 Buy). Understanding how to maximize Ranger's effectiveness and work around its limitations is key to using it successfully.
Core Mechanics: - Ranger always provides +1 Buy - It flips your Journey token each time you play it - When the Journey token is face up after flipping, you draw 5 cards - The Journey token starts face up, meaning your first Ranger play will flip it face down and give you only +1 Buy - The token is shared between all Rangers you play
Basic Strategies:
Key timing considerations: - First play in a game: Just +1 Buy (token flips face down) - Second play: +5 Cards (token flips face up) - Third play: Just +1 Buy (token flips face down) And so on...
Optimal quantities: - 2 Rangers: Allows for one big turn followed by a weak turn - 3-4 Rangers: Provides more consistency but requires careful planning - 5+ Rangers: Generally too many unless you have specific enablers
The sweet spot is often 2-3 Rangers, as this gives you reasonable odds of having one when you need it while not cluttering your deck with too many weak draws.
Advanced Strategies:
Good enablers include: - Villages (any card giving +2 Actions) - King's Court/Throne Room variants - Native Village - Festival - City Quarter
Tactics: - Track the token status carefully - Consider whether to play a Ranger for just +1 Buy if it will set up a better turn later - Use non-drawing Rangers to flip the token when needed
Important factors: - Number of Rangers remaining in deck - Current Journey token status - Likelihood of drawing into key combo pieces
Synergies and Combinations:
Strong combinations: - Wharf: Provides drawing on your weak Ranger turns - Fishing Village: Ensures Actions for your strong draws - Caravan: Helps smooth out the alternating nature - Bridge Troll: Can build toward big buy turns
Notable interactions: - Throne Room: Flips token twice, potentially giving you +5 Cards on both plays - King's Court: Three flips can set up future turns - Procession: Can upgrade Ranger while potentially getting the +5 Cards - Crown: Similar to Throne Room but in Buy phase
Benefits of trashing with Ranger: - Increases consistency for strong turns - Removes weak cards that could dilute your big draws - Makes those +5 Cards more likely to hit important cards
Good trashers to pair with Ranger: - Chapel - Steward - Trading Post - Salvager
Good examples: - Market - Grand Market - Festival - Monument - Bank
Counter-Strategies:
Dangerous attacks: - Militia/Ghost Ship: Can waste your +5 Cards turn - Minion: Can force a reshuffle at inopportune times - Fortune Teller: Can put Victory cards on top before your draw - Bureaucrat: Similar to Fortune Teller
Key weaknesses: - Alternating effectiveness - No +Actions - Requires careful timing - Vulnerable to hand size attacks - Can be awkward with traditional Big Money
Building Around Ranger:
Key components: - Multiple sources of +Actions - Strong trashing - Payload cards that work well with variable hand sizes - Card cycling to find Rangers at the right time
Common openings: - Silver/Ranger - Ranger/Silver - Double Ranger (on 4/4) - Ranger/Sentry - Ranger/Ambassador
Consider kingdom context for optimal opening choices.
Considerations: - When to stop buying Rangers - How to incorporate green cards - Whether to thin Rangers late-game - Timing of power turns vs. Victory card purchases
Game State Considerations:
2-player games: - More predictable token flipping - Easier to plan turns - Attacks more impactful
3-4 player games: - More time between turns - Need for more resilient strategies - Higher priority on +Buy utility
Colony games: - More time to set up engines - Higher payload needed - Multiple Rangers more viable
Province games: - Faster tempo required - May need to prioritize immediate impact - Consider fewer Rangers
Key factors: - Available +Actions - Trashing quality - Alternative draw sources - Payload options - Attack presence
Sample Strategies:
Goal: Create consistent turns with one Ranger drawing into another while maintaining +Actions.
Goal: Use Ranger's +5 Cards to draw large portions of deck for big money turns.
Goal: Set up massive turns using multiple Rangers and multipliers.
Conclusion:
Ranger is a fascinating card that requires careful planning and strong tactical awareness to use effectively. Its alternating nature makes it unique among drawing cards and demands a different approach to deck building and turn sequencing. While it can be powerful in the right circumstances, it requires support cards and careful consideration of the kingdom context to reach its full potential.
Success with Ranger comes from: - Understanding its rhythm and planning accordingly - Building appropriate support around it - Maintaining flexibility in strategy - Careful tracking of the Journey token - Adapting to kingdom context and game state
When properly supported and played, Ranger can be a powerful engine component or the centerpiece of strong buying turns. However, its limitations mean it's rarely a must-buy card and should be evaluated carefully based on the specific game context.