Cost: $3
Type: Action
Text: +2 Cards\n+1 Action\nReturn this to the supply.\dWhen you gain this, gain another Experiment (that doesnt come with another).
Here's a comprehensive strategy guide for Experiment:
Experiment Strategy Guide
Introduction: Experiment is a unique $3 Action card from Renaissance that provides +2 Cards and +1 Action before returning to the supply. When gained, it comes with a second copy (one-time only). This dual-gain mechanic and self-returning nature make it an interesting card with specific strategic implications.
Core Characteristics: - Cost: $3 - Net cards: +1 (draws 2, plays 1) - Net actions: +0 (gives 1, plays 1) - Returns to supply after play - Gains a bonus copy when first acquired
Basic Evaluation: Experiment is essentially a Laboratory (draw 2, +1 action) that you can only use once per shuffle. The initial buy provides two copies, making it a cost-effective purchase early in the game. At $3, it competes with Silver but offers different benefits.
Key Strengths: 1. Early Game Efficiency - Getting two cards for one purchase is excellent value - Helps reach price points of $5-$6 more consistently - Doesn't clog deck like permanent draw cards can - Strong opening buy at $3
Helps find key cards without permanently taking deck space
Action Economy
Weaknesses: 1. One-Time Use Per Shuffle - Must be regained to use again - Less reliable than permanent draw cards - Can be awkward with reshuffles
Requires tracking supply count
Limited Scaling
Opening Strategies:
Village variants ($4): Helps find your village and provides needed draw
Opening $5/$2 When opening $5/$2, consider:
This can help find your powerful $5 card more consistently
Double Experiment Opening
Key Timing Considerations:
Early Game: - Usually want to gain early for maximum shuffles - Prioritize when building towards engine components - Strong complement to early payload cards
Mid Game: - Consider gaining replacements as original copies get used - Evaluate against other draw options becoming available - useful for reaching key price points
Late Game: - May become less relevant - Consider whether regaining is worth the action - Can help dig for Provinces/key cards
Synergies:
Villa: Can gain mid-turn to extend chains
Card Cost Reducers
Quarry: If multiple actions needed
Action Support
Duration cards: Provide actions for future turns
Return to Supply Interactions
Anti-Synergies:
Other top-deck manipulation
Action Density
Chains requiring specific cards: Less reliable than permanent draw
Treasure-Focused Strategies
Strategic Considerations:
Watch for pile depletion possibilities
Deck Composition
Consider payload needs
Action Sequencing
Specific Kingdom Contexts:
Action-chain focused games
Big Money Contexts Less valuable in:
Slow-paced games
Rush Strategies Can support:
Counter-Play:
Watch for pile-out scenarios
Tempo Considerations
Build toward late-game advantages
Alternative Strategies
Special Interactions:
Consider carefully vs. other targets
Ways
Consider other Ways based on kingdom
Projects/Landmarks
Advanced Techniques:
Use as pile control tool
Turn Optimization
Balance with action requirements
Late Game Transitions
Cost Analysis:
Consider opportunity cost
Regaining Cost
Consider action economy
Long-term Value
Kingdom Building:
When including Experiment in kingdom design, consider: 1. Action support availability 2. Alternative draw sources 3. Gain mechanisms 4. Competition at $3 price point 5. Engine enabling tools
Conclusion:
Experiment is a unique card that offers excellent early-game value and interesting strategic decisions throughout the game. Its strength lies in providing efficient deck cycling without permanent deck bloat, but this comes with the trade-off of needing to regain copies for continued use.
Key takeaways: - Strong early game card, especially as opening - Excellent for engine building - Requires careful supply management - Best in lean decks - Consider carefully when to transition away
Success with Experiment comes from understanding its temporary nature and maximizing its impact during crucial deck-building phases while having a clear plan for late-game transitions.