Engineer
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Engineer (Empires)

Cost: $0

Type: Action

Text: Gain a card costing up to 4 Coins. You may trash this. If you do, gain a card costing up to 4 Coins.

Strategy Review

Here's a comprehensive strategy guide for Engineer:

Engineer Strategy Guide

Overview: Engineer is a unique card that offers two potential gains of cards costing up to 4 coins, with the second gain requiring you to trash the Engineer itself. Its zero cost makes it an intriguing opening option and utility card throughout the game, but using it effectively requires careful consideration of timing and available kingdom cards.

Key Characteristics: - Costs 0 coins - Provides up to two gains of cards costing ≤4 - Self-trashing capability - Action card (uses up an action)

Opening Considerations:

  1. As a 0-cost card, Engineer can be acquired alongside any other card in your opening turns, making it extremely flexible.

  2. Opening Considerations:

  3. Engineer + Silver (traditional strong opening)
  4. Engineer + another 4-cost card
  5. Double Engineer (in specific kingdoms)
  6. Engineer + 5-cost card (with +1 Buy)

The decision to open Engineer often depends on: - Available 4-cost kingdom cards - Presence of trashing - Overall game strategy - Need for early deck control

Early Game Strategy:

  1. First Use Decision When you first play Engineer, you face a key decision:
  2. Gain without trashing (keeping Engineer for later)
  3. Gain and trash for immediate double gain

Factors to consider: - Quality of available 4-cost cards - Deck composition - Game pace - Presence of other gain effects

  1. Early Game Targets: Common valuable 4-cost gains include:
  2. Silver (reliable money)
  3. Gardens (in appropriate kingdoms)
  4. Actions that cost 4:
  5. Mining Village
  6. Smithy
  7. Market
  8. Festival
  9. etc.

Mid-Game Applications:

  1. Deck Development Engineer can help develop your deck by:
  2. Adding key components quickly
  3. Thinning when needed (by self-trashing)
  4. Providing flexibility in gain timing

  5. Timing Considerations:

  6. Playing Engineer early in your turn allows you to potentially use gained cards
  7. Consider whether gained cards might shuffle into your deck
  8. Plan for potential deck tracking implications

Late Game Uses:

  1. Victory Card Acquisition:
  2. Can gain Duchies in appropriate situations
  3. Gardens in Garden-based strategies
  4. Other victory cards costing 4 or less

  5. Engine Support:

  6. Gaining additional engine components
  7. Converting Engineers into more useful cards when actions are scarce

Key Synergies:

  1. Cost Reduction Effects:
  2. Bridge
  3. Highway
  4. Bridge Troll
  5. Innovation These make more cards available to gain with Engineer

  6. Gainers and Trash for Benefit:

  7. Workshop
  8. Artisan
  9. Salvager
  10. Remodel Engineer can complement these cards by providing additional gains

  11. Card-Specific Synergies:

a) Innovation - Makes gained cards cost 0 this turn - Can enable immediate use of gained actions

b) Duplicate - Can copy gained cards - Provides additional value from Engineer's gains

c) Fortress - Cannot be trashed - Returns to hand when Engineer attempts to trash it

d) Trading Post - Can trash gained cards for Silver - Helps maintain deck quality

Counter-Synergies:

  1. Anti-Synergies:

a) Terminal Action Density - Engineer is itself a terminal action - Multiple Engineers can cause action problems - Consider carefully in terminal-heavy kingdoms

b) Cursers - Engineer doesn't help defend against attacks - Taking time to use Engineer can be costly under attack

  1. Kingdom Considerations:
  2. Less valuable in kingdoms with few useful 4-cost cards
  3. Weaker when competing strategies are very fast
  4. May be too slow in heavy attack kingdoms

Strategic Timing:

  1. When to Buy:
  2. Early game when building
  3. Mid-game for specific components
  4. Generally avoid late game purchases

  5. When to Play:

  6. Early in turn if gained cards might be useful
  7. Consider shuffle timing
  8. Plan action usage carefully

  9. When to Trash:

  10. When immediate double gain is valuable
  11. When action economy is tight
  12. When Engineer's future utility is limited

Common Mistakes to Avoid:

  1. Overvaluing Engineer:
  2. Don't buy too many
  3. Consider opportunity cost
  4. Remember it uses an action

  5. Poor Timing:

  6. Trashing too early
  7. Keeping too long
  8. Not considering shuffle timing

  9. Suboptimal Gains:

  10. Gaining without clear purpose
  11. Not planning for deck composition
  12. Ignoring better alternatives

Sample Game Situations:

  1. Early Game Example: Opening: Engineer + Silver Turn 3: Play Engineer, gain Silver, keep Engineer Turn 4: Buy useful 5-cost card This builds economy while maintaining flexibility

  2. Mid-Game Example: Turn 8: Play Engineer

  3. Gain key engine component
  4. Trash for second component
  5. Continue building engine

  6. Late Game Example: Turn 15: Play Engineer

  7. Gain Duchy
  8. Trash for second Duchy
  9. Accelerate victory point acquisition

Advanced Techniques:

  1. Engine Building:
  2. Use Engineer to gain key components
  3. Time trashing for maximum effect
  4. Balance with other priorities

  5. Deck Tracking:

  6. Monitor gained cards' location
  7. Plan shuffles accordingly
  8. Consider implications for drawing

  9. Optimization:

  10. Calculate probability of drawing combinations
  11. Plan multiple turns ahead
  12. Consider opponent's strategy

Kingdom Analysis:

When evaluating Engineer in a kingdom, consider:

  1. Available 4-cost cards:
  2. Quality and quantity
  3. Relevance to strategy
  4. Alternative gaining methods

  5. Competing strategies:

  6. Speed of alternatives
  7. Presence of attacks
  8. Victory condition paths

  9. Support cards:

  10. Cost reducers
  11. Draw effects
  12. Action suppliers

Multiplayer Considerations:

  1. 3+ Player Games:
  2. Pile depletion becomes more relevant
  3. Time pressure increases
  4. More competition for key cards

  5. Strategic Adjustments:

  6. May need to act faster
  7. Consider pile control
  8. Watch opponent's strategies

Kingdom Recommendations:

Strong Kingdoms: - Multiple useful 4-cost cards - Cost reduction effects - Slower pace - Engine support

Weak Kingdoms: - Few useful 4-cost cards - Heavy attacks - Very fast alternatives - Terminal action conflict

Conclusion:

Engineer is a flexible tool that requires careful timing and strategic consideration. Its strengths include: - Zero cost - Double gain potential - Self-trashing capability - Strategic flexibility

Success with Engineer depends on: - Kingdom composition - Timing decisions - Strategic alignment - Proper execution

While not always a game-defining card, Engineer can be a valuable component in many strategies when used thoughtfully and appropriately.

Quick Reference:

Key Decision Points: 1. Whether to open with Engineer 2. When to trash vs. keep 3. What to gain 4. Timing of play

Key Synergies: 1. Cost reduction 2. Card draw 3. Action suppliers 4. Specific 4-cost targets

Remember: - Consider opportunity cost - Plan timing carefully - Watch deck composition - Monitor game pace

By understanding these aspects of Engineer and applying them appropriately to your game situation, you can maximize the card's utility and improve your chances of victory.

Final Tips:

  1. Practice deck tracking to optimize Engineer timing
  2. Stay flexible in your strategy
  3. Don't overcommit to Engineer
  4. Consider kingdom context carefully
  5. Plan multiple turns ahead

With these considerations in mind, Engineer can be a valuable addition to your strategic arsenal in appropriate kingdoms.